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☁ Cloud Multiplayer 3D Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [The face of innocence v] until done\nend\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to ((((view dis) - (100)) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [touching water? 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]) = [Water]> then\n set [touching water? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n start sound [Boing v]\n set [y vel v] to [33]\n else\n if <(item (i) of [platform type v]) = [End]> then\n set [touching end v] to [yes]\n else\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)\nCollisions!\nif <<(Touching water?) = [yes]> and <(Y vel) < [-2]>> then\n set [y vel v] to [-2]\nend\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]> or <(Touching water?) = [yes]>>> then\n if <(Touching water?) = [yes]> then\n set [y vel v] to [5]\n else\n set [y vel v] to [14]\n end\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\nset [can skip? v] to [no]\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 Add platforms from [0] [0] [0] to [1] [0] [1] [platform]\n Level design [3] [0] [3] [platform]\n Add platforms from [4] [1] [5] to [5] [1] [6] [platform]\n Add platforms from [6] [1] [5] to [8] [1] [6] [platform]\n Level design [6] [1] [6] [lava]\n Level design [6] [1] [5] [lava]\n Level design [9] [1] [6] [lava]\n Level design [9] [1] [5] [lava]\n Add platforms from [10] [1] [5] to [11] [1] [6] [platform]\n Level design [11] [2] [6] [trampoline]\n Level design [11] [2] [5] [trampoline]\n Add platforms from [14] [5] [5] to [15] [5] [6] [platform]\n Level design [17] [6] [6] [end]\n Level design [17] [6] [5] [end]\nelse\n if <(Level) = [2]> then\n Add platforms from [0] [0] [0] to [1] [0] [1] [platform]\n Level design [2] [0] [2] [platform]\n Add platforms from [3] [0] [4] to [4] [0] [5] [platform]\n Add platforms from [6] [1] [4] to [7] [1] [5] [platform]\n Add platforms from [10] [1] [4] to [11] [1] [5] [trampoline]\n Add platforms from [12] [6] [4] to [13] [6] [5] [platform]\n Add platforms from [15] [6] [7] to [16] [6] [8] [platform]\n Level design [16] [7] [8] [end]\n else\n if <(Level) = [3]> then\n Add platforms from [0] [0] [0] to [1] [0] [1] [platform]\n Add platforms from [3] [-2] [3] to [5] [-2] [5] [platform]\n Add platforms from [3] [-1] [3] to [5] [0] [5] [water]\n Add platforms from [4] [-1] [7] to [5] [-1] [8] [platform]\n Level design [5] [0] [8] [end]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Add platforms from [0] [-1] [2] to [0] [-1] [5] [lava]\n Add platforms from [0] [2] [2] to [0] [2] [5] [lava]\n Add platforms from [0] [0] [2] to [0] [1] [5] [water]\n Level design [0] [-1] [7] [Platform]\n Add platforms from [-5] [-2] [7] to [-2] [-2] [7] [lava]\n Add platforms from [-5] [1] [7] to [-2] [1] [7] [lava]\n Add platforms from [-5] [-1] [7] to [-2] [0] [7] [water]\n Level design [-7] [-2] [7] [Platform]\n Add platforms from [-7] [-3] [9] to [-7] [-3] [12] [lava]\n Add platforms from [-7] [0] [9] to [-7] [0] [12] [lava]\n Add platforms from [-7] [-2] [9] to [-7] [-1] [12] [water]\n Level design [-7] [-3] [14] [end]\n else\n if <(Level) = [5]> then\n Add platforms from [0] [0] [0] to [0] [0] [2] [platform]\n Add platforms from [0] [7] [3] to [0] [7] [10] [lava]\n Level design [0] [0] [3] [trampoline]\n Level design [0] [0] [4] [platform]\n Level design [0] [0] [5] [platform]\n Level design [0] [0] [6] [trampoline]\n Level design [0] [0] [7] [platform]\n Level design [0] [0] [8] [platform]\n Level design [0] [0] [9] [trampoline]\n Level design [0] [0] [10] [end]\n else\n set [can skip? v] to [yes]\n set [level v] to [1]\n Level\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]) < (view dis)> 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 (#32f7f7)\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 if <(current platform type) = [Water]> then\n set pen color to (#005dff)\n else\n if <(current platform type) = [end]> then\n set pen color to (#33ff30)\n else\n set pen color to (#ff00d0)\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\ndefine Add platforms from (x1) (y1) (z1) to (x2) (y2) (z2) (type)\nset [i v] to (x1)\nrepeat (([abs v] of ((x1) - (x2)) ) + (1))\n set [ii v] to (y1)\n repeat (([abs v] of ((y1) - (y2)) ) + (1))\n set [iii v] to (z1)\n repeat (([abs v] of ((z1) - (z2)) ) + (1))\n Level design (i) (ii) (iii) (type)\n change [iii v] by (1)\n end\n change [ii v] by (1)\n end\n change [i v] by (1)\nend\n\nchange [level v] by (1)\nLevel\n\nwhen [1 v] key pressed\nif <(can skip?) = [yes]> then\n set [level v] to [1]\n Reset\n Level\nend\n\nwhen [2 v] key pressed\nif <(can skip?) = [yes]> then\n set [level v] to [2]\n Reset\n Level\nend\n\nwhen [3 v] key pressed\nif <(can skip?) = [yes]> then\n set [level v] to [3]\n Reset\n Level\nend\n\nwhen [4 v] key pressed\nif <(can skip?) = [yes]> then\n set [level v] to [4]\n Reset\n Level\nend\n\nwhen [5 v] key pressed\nif <(can skip?) = [yes]> then\n set [level v] to [5]\n Reset\n Level\nend\n\n@Water\n\nwhen flag clicked\nset [old touching water v] to [no]\nset [ghost v] effect to (60)\nforever\n if <(Touching water?) = [yes]> then\n show\n else\n hide\n end\n if <not <(Touching water?) = (Old touching water)>> then\n set [old touching water v] to (Touching water?)\n start sound [Splash v]\n end\nend\n\n@Cloud\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nerase all\ndelete all of [cloud check v]\nadd (☁ p1 data) to [cloud check v]\nadd (☁ p2 data) to [cloud check v]\nadd (☁ p3 data) to [cloud check v]\nadd (☁ p4 data) to [cloud check v]\nwait (1) seconds\nset [player slot v] to [5]\nset [empty? v] to [yes]\nif <(item (4) of [cloud check v]) = (☁ p4 data)> then\n set [player slot v] to [4]\nelse\n set [empty? v] to [no]\nend\nif <(item (3) of [cloud check v]) = (☁ p3 data)> then\n set [player slot v] to [3]\nelse\n set [empty? v] to [no]\nend\nif <(item (2) of [cloud check v]) = (☁ p2 data)> then\n set [player slot v] to [2]\nelse\n set [empty? v] to [no]\nend\nif <(item (1) of [cloud check v]) = (☁ p1 data)> then\n set [player slot v] to [1]\nelse\n set [empty? v] to [no]\nend\nswitch costume to (costume4 v)\nif <(player slot) = [5]> then\n switch costume to (costume2 v)\nend\nif <(empty?) = [yes]> then\n switch costume to (costume3 v)\nend\nbroadcast (hide v)\nbroadcast (send data v)\nset [clone id v] to [0]\nrepeat (4)\n change [clone id v] by (1)\n if <not <(clone ID) = (player slot)>> then\n create clone of (_myself_ v)\n end\nend\nchange [clone id v] by (1)\n\nwhen I receive [hide v]\nwait (2) seconds\nhide\n\nwhen I receive [send data v]\nforever\n wait (0.1) seconds\n set [data v] to (join ((round (cam x)) + (5000)) (join ((round (cam y)) + (5000)) (join ((round (cam z)) + (5000)) (join (Level) (pick random (0) to (99))))))\n if <(player slot) = [1]> then\n set [☁ p1 data v] to (data)\n else\n if <(player slot) = [2]> then\n set [☁ p2 data v] to (data)\n else\n if <(player slot) = [3]> then\n set [☁ p3 data v] to (data)\n else\n if <(player slot) = [4]> then\n set [☁ p4 data v] to (data)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nset [cloud fail attempts v] to [100]\nif <(clone ID) = [1]> then\n set [clone data v] to (☁ p1 data)\nelse\n if <(clone ID) = [2]> then\n set [clone data v] to (☁ p2 data)\n else\n if <(clone ID) = [3]> then\n set [clone data v] to (☁ p3 data)\n else\n if <(clone ID) = [4]> then\n set [clone data v] to (☁ p4 data)\n end\n end\n end\nend\nforever\n set [pre data v] to (clone data)\n if <(clone ID) = [1]> then\n set [clone data v] to (☁ p1 data)\n else\n if <(clone ID) = [2]> then\n set [clone data v] to (☁ p2 data)\n else\n if <(clone ID) = [3]> then\n set [clone data v] to (☁ p3 data)\n else\n if <(clone ID) = [4]> then\n set [clone data v] to (☁ p4 data)\n end\n end\n end\n end\n if <(clone data) = (pre data)> then\n change [cloud fail attempts v] by (1)\n else\n set [cloud fail attempts v] to [0]\n end\n if <<(Level) = (letter (13) of (clone data))> and <(cloud fail attempts) < [100]>> then\n if <not <[platform type v] contains (join [p] (clone ID))?>> then\n add (join [p] (clone ID)) to [platform type v]\n add ((join (join (letter (1) of (clone data)) (letter (2) of (clone data))) (join (letter (3) of (clone data)) (letter (4) of (clone data)))) - (5000)) to [cube x pos v]\n add ((join (join (letter (5) of (clone data)) (letter (6) of (clone data))) (join (letter (7) of (clone data)) (letter (8) of (clone data)))) - (5000)) to [cube y pos v]\n add ((join (join (letter (9) of (clone data)) (letter (10) of (clone data))) (join (letter (11) of (clone data)) (letter (12) of (clone data)))) - (5000)) to [cube z pos v]\n end\n replace item (item # of (join [p] (clone ID)) in [platform type v]) of [cube x pos v] with ((join (join (letter (1) of (clone data)) (letter (2) of (clone data))) (join (letter (3) of (clone data)) (letter (4) of (clone data)))) - (5000))\n replace item (item # of (join [p] (clone ID)) in [platform type v]) of [cube y pos v] with ((join (join (letter (5) of (clone data)) (letter (6) of (clone data))) (join (letter (7) of (clone data)) (letter (8) of (clone data)))) - (5000))\n replace item (item # of (join [p] (clone ID)) in [platform type v]) of [cube z pos v] with ((join (join (letter (9) of (clone data)) (letter (10) of (clone data))) (join (letter (11) of (clone data)) (letter (12) of (clone data)))) - (5000))\n else\n delete (item # of (join [p] (clone ID)) in [platform type v]) of [cube x pos v]\n delete (item # of (join [p] (clone ID)) in [platform type v]) of [cube y pos v]\n delete (item # of (join [p] (clone ID)) in [platform type v]) of [cube z pos v]\n delete (item # of (join [p] (clone ID)) in [platform type v]) of [platform type v]\n end\nend\n\nchange [☁ p1 data v] by (1)\n\nwhen [p v] key pressed\ndelete all of [levels with players v]\nwait (0.1) seconds\nif <(clone ID) < [5]> then\n if <(cloud fail attempts) < [100]> then\n add (letter (13) of (clone data)) to [levels with players v]\n end\nelse\n hide list [levels with players v]\n wait until <not <key (p v) pressed?>>\n show list [levels with players v]\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | CHECK OUT @k0stya's EBIK 3D PLATFORMER!!! https://scratch.mit.edu/projects/410656313/\n\nUse the arrows to look around, wasd to move and space to jump. Press p to see what levels other players are on and 1-5 to skip to a level (if you've beaten the game). Please tell me about any bugs you find. |
ADVENTURE | -a scrolling platformer- | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Nebula \(New Song 2019\) v] until done\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]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n Game - Die\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n Change Player x by [-10]\nend\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n Change Player x by [10]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n start sound [Jump v]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nset [scroll y v] to (y)\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 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\nbroadcast (Die Animation v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\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]\nswitch costume to (level 1 v)\nClone at x: [575] y: [0]\nClone at x: [575] y: [0]\nClone at x: [448] y: [0]\nClone at x: [600] y: [0]\nClone at x: [719] y: [0]\nClone at x: [575] y: [0]\nClone at x: [575] y: [0]\nClone at x: [585] y: [0]\nClone at x: [700] y: [-40]\nClone at x: [1075] y: [0]\nClone at x: [575] y: [0]\nClone at x: [575] y: [-50]\nClone at x: [575] y: [0]\nClone at x: [575] y: [0]\nClone at x: [600] y: [0]\nClone at x: [1200] y: [0]\nClone at x: [960] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Decorations\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 [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at x: [0] y: [0]\nClone at x: [575] y: [0]\nClone at x: [1150] y: [0]\nClone at x: [1600] y: [0]\nClone at x: [2200] y: [0]\nClone at x: [2935] y: [0]\nClone at x: [3500] y: [0]\nClone at x: [4000] y: [0]\nClone at x: [4600] y: [0]\nClone at x: [5400] y: [0]\nClone at x: [6415] y: [0]\nClone at x: [7700] y: [0]\nClone at x: [8500] y: [0]\nClone at x: [9460] y: [0]\nClone at x: [11000] y: [0]\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\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 [reset v]\ndelete this clone\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at x: [575] y: [0]\nClone at x: [575] y: [0]\nClone at x: [430] y: [0]\nClone at x: [619] y: [0]\nClone at x: [700] y: [0]\nClone at x: [500] y: [0]\nClone at x: [600] y: [0]\nClone at x: [350] y: [0]\nClone at x: [860] y: [0]\nClone at x: [500] y: [0]\nClone at x: [900] y: [0]\nClone at x: [850] y: [0]\nClone at x: [950] y: [0]\nClone at x: [900] y: [0]\nClone at x: [1000] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Game BackG\n\nwhen flag clicked\nshow\ngo to x: (0) y: (20)\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nwhen [timer v] > (0.0001)\nhide\n\n@Die Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [die animation v]\nshow\nwait (1.5) seconds\nhide\n\n@TN\n\nwhen flag clicked\nswitch backdrop to (weather v)\ngo to x: (0) y: (200)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nswitch backdrop to (outro v)\nshow\nglide (.3) secs to x: (0) y: (0)\nforever\n play sound [Alan Walker - Play \(Lyrics\) ft v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | Check Out My New Platformer Sequel \nPart 1 (https://scratch.mit.edu/projects/415010189/)\nPart 2 (https://scratch.mit.edu/projects/417126652/)\n\nAfter Somehow 2 Weeks Of Working Finally Made A Scrolling Platformer Because Everybody Prefer Scrolling Than Non-Scrolling So This Was Challenging To Make. \n(Hope U Like It) \n\nINSTRUCTIONS :-\n* Arrow Keys, WASD, Mobile Controls\n* Avoid Spikes And Lava\n* Get To The End!!\n* Like And Star This Project :-)\n\n\nMORE STUFF :-\n* This Got 4th Place On @corpcooga Contest. Yaaay\n* Loved By @0014049 \n\n\nCREDITS:-\n@griffpatch For The Engine\n@-PandaMC- For The Trees And Signs\n\n\nTAGS:-\n#ADVENTURE#a#scrolling#platformer#Games#Art#Best\n\nHave Fun! Mahdi Out (-_-) |
Electronic (A Platformer Series) | @Stage\n\nwhen flag clicked\nforever\n if <not <(Music volume) = [0]>> then\n play sound [Menu Music v] until done\n end\nend\n\nwhen [s v] key pressed\nbroadcast (show v)\nnext backdrop\n\nwhen flag clicked\nset [music volume v] to [100]\nswitch backdrop to (plain v)\n\n@Electronic\n\nwhen flag clicked\nhide\nset [state v] to [Gameplay]\n\nwhen I receive [message1 v]\nif <(Mode) = [easy]> then\n set size to (50) %\n switch backdrop to (easy 1 v)\n switch costume to (angry hard 1 v)\nelse\n set size to (25) %\n switch backdrop to (hard 1 \(confirmed\) v)\n switch costume to (angry hard 1 v)\nend\ngo to x: (-218) y: (-103)\nset rotation style [left-right v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nshow\nforever\n if <not <(State) = [CutScene]>> then\n if <(Mode) = [easy]> then\n if <(y position) = [-180]> then\n go to x: (Spawn X) y: (Spawn Y)\n set [x vel. v] to [0]\n set [y vel. v] to [0]\n end\n else\n if <(y position) = [-179]> then\n go to x: (Spawn X) y: (Spawn Y)\n set [x vel. v] to [0]\n set [y vel. v] to [0]\n end\n end\n if <(x position) > [234]> then\n broadcast (show v)\n switch backdrop to (next backdrop v)\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel. v] by (x vel control)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel. v] by ((x vel control) * (-1))\n point in direction (-90)\n end\n set [x vel. v] to ((x vel.) * (.9))\n change x by (x vel.)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (-5)\n change x by ((x vel.) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y vel. v] to [10]\n if <(x vel.) > [0]> then\n set [x vel. v] to [-10]\n else\n set [x vel. v] to [10]\n end\n else\n set [x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel. v] by (-.5)\n change y by (y vel.)\n if <touching color (#3af9ff)?> then\n change y by ((y vel.) * (-1))\n set [y vel. v] to [0]\n end\n change y by (-1)\n if <<touching color (#3af9ff)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y vel. v] to [10]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n broadcast (message2 v)\n end\n if <touching color (#ffbb00)?> then\n if <(Mode) = [easy]> then\n set [y vel. v] to [16]\n else\n set [y vel. v] to [18]\n end\n else\n if <touching color (#ffdc00)?> then\n set [y vel. v] to [-15.5]\n else\n if <touching color (#ff7b00)?> then\n set [x vel. v] to [16]\n set [y vel. v] to [3]\n else\n if <touching color (#f37500)?> then\n set [x vel. v] to [-16]\n set [y vel. v] to [3]\n else\n if <touching color (#ff820c)?> then\n set [x vel. v] to [9]\n set [y vel. v] to [3]\n else\n if <touching color (#f37c0c)?> then\n set [x vel. v] to [-9]\n set [y vel. v] to [9]\n else\n if <touching color (#f18118)?> then\n set [x vel. v] to [9]\n set [y vel. v] to [9]\n else\n if <touching color (#e67b17)?> then\n set [x vel. v] to [-9]\n set [y vel. v] to [-9]\n else\n if <touching color (#ef790b)?> then\n set [x vel. v] to [9]\n set [y vel. v] to [-9]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n\n set [x vel. v] to [16]\n set [y vel. v] to [3]\nend\n\nbroadcast (message2 v)\n\nwhen [s v] key pressed\nif <(Mode) = [easy]> then\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\nelse\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen [r v] key pressed\nif <(Mode) = [easy]> then\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\nelse\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [message2 v]\nif <(Mode) = [easy]> then\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\nelse\n go to x: (Spawn X) y: (Spawn Y)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [message1 v]\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nif <(Mode) = [easy]> then\n set size to (50) %\n switch costume to (effect v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n delete this clone\nelse\n set size to (25) %\n switch costume to (effect v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\n end\n delete this clone\nend\n\nwhen [g v] key pressed\n\nset [x vel control v] to [1]\n\nwhen [l v] key pressed\n\nset [x vel control v] to [2]\n\nwhen flag clicked\nforever\n if <(Mode) = [easy]> then\n if <(backdrop [number v]) = [2]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [3]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [4]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [5]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [6]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [7]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [8]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [9]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n else\n if <(backdrop [number v]) = [10]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-103]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(backdrop [number v]) = [11]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-115]\n else\n if <(backdrop [number v]) = [12]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-115]\n else\n if <(backdrop [number v]) = [13]> then\n set [spawn x v] to [-218]\n set [spawn y v] to [-115]\n else\n if <(backdrop [number v]) = [14]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-130]\n else\n if <(backdrop [number v]) = [15]> then\n set [spawn x v] to [-215]\n set [spawn y v] to [135]\n else\n if <(backdrop [number v]) = [16]> then\n set [spawn x v] to [-195]\n set [spawn y v] to [-130]\n else\n if <(backdrop [number v]) = [17]> then\n set [spawn x v] to [49]\n set [spawn y v] to [-133]\n else\n if <(backdrop [number v]) = [18]> then\n set [spawn x v] to [-207]\n set [spawn y v] to [-90]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <(Mode) = [hard]> then\n\nwhen flag clicked\nforever\n wait (pick random (2) to (5)) seconds\n eye blink \nend\n\ndefine eye blink \nswitch costume to (angry hard 1 v)\nrepeat (19)\n next costume\nend\nrepeat (19)\n previous costume\nend\n\ndefine previous costume\nswitch costume to ((costume [number v]) - (1))\n\n@Electric\n\nwhen [timer v] > (0.01)\n\nhide\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [number v]) = [10]> or <(backdrop [number v]) = [19]>> then\n repeat until <<(backdrop [number v]) = [10]> or <(backdrop [number v]) = [19]>>\n show\n end\n else\n hide\n end\nend\n\nwhen backdrop switches to [love, fav and follow v]\nset size to (50) %\ngo to x: (170) y: (-20)\nset rotation style [left-right v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nshow\nforever\n if <key (d v) pressed?> then\n change [x vel. v] by (1)\n point in direction (-90)\n end\n if <key (a v) pressed?> then\n change [x vel. v] by (-1)\n point in direction (90)\n end\n set [x vel. v] to ((x vel.) * (.9))\n change x by (x vel.)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (-5)\n change x by ((x vel.) * (-1))\n if <key (w v) pressed?> then\n set [y vel. v] to [10]\n if <(x vel.) > [0]> then\n set [x vel. v] to [-10]\n else\n set [x vel. v] to [10]\n end\n else\n set [x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel. v] by (-.5)\n change y by (y vel.)\n if <touching color (#3af9ff)?> then\n change y by ((y vel.) * (-1))\n set [y vel. v] to [0]\n end\n change y by (-1)\n if <<touching color (#3af9ff)?> and <key (w v) pressed?>> then\n set [y vel. v] to [10]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [love, fav and follow v]\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen backdrop switches to [love, fav and follow 2 v]\nset size to (25) %\ngo to x: (170) y: (-20)\nset rotation style [left-right v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nshow\nforever\n if <key (d v) pressed?> then\n change [x vel. v] by (1)\n point in direction (-90)\n end\n if <key (a v) pressed?> then\n change [x vel. v] by (-1)\n point in direction (90)\n end\n set [x vel. v] to ((x vel.) * (.9))\n change x by (x vel.)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (1)\n if <touching color (#3af9ff)?> then\n change y by (-5)\n change x by ((x vel.) * (-1))\n if <key (w v) pressed?> then\n set [y vel. v] to [10]\n if <(x vel.) > [0]> then\n set [x vel. v] to [-10]\n else\n set [x vel. v] to [10]\n end\n else\n set [x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel. v] by (-.5)\n change y by (y vel.)\n if <touching color (#3af9ff)?> then\n change y by ((y vel.) * (-1))\n set [y vel. v] to [0]\n end\n change y by (-1)\n if <<touching color (#3af9ff)?> and <key (w v) pressed?>> then\n set [y vel. v] to [10]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [love, fav and follow 2 v]\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nshow\n\nwhen I start as a clone\nif <(Mode) = [easy]> then\n set size to (50) %\n switch costume to (2 v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n delete this clone\nelse\n set size to (25) %\n switch costume to (2 v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\n end\n delete this clone\nend\n\n@TB\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nshow\nforever\n go [forward v] (1) layers\nend\n\n@Next Level\n\nwhen flag clicked\nswitch costume to (0 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nshow\nnext costume\ngo to [front v] layer\nclear graphic effects\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n broadcast (message2 v)\nend\nbroadcast (message2 v)\nhide\ngo to [back v] layer\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [cut scene 1 show v]\nclear graphic effects\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nwait (3) seconds\nhide\nbroadcast (Hide v)\n\nwhen [h v] key pressed\nbroadcast (Hide v)\n\n@Animated TB\n\nwhen flag clicked\nswitch costume to (normal v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n wait (pick random (2) to (5)) seconds\n eye blink \nend\n\ndefine eye blink \nswitch costume to (normal v)\nrepeat (21)\n next costume\nend\nrepeat (21)\n previous costume\nend\n\ndefine previous costume\nswitch costume to ((costume [number v]) - (1))\n\n@Electronic Text\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (play4 v)\nset size to (105) %\ngo to x: (0) y: (0)\nshow\n\nwhen backdrop switches to [easy 1 v]\nhide\n\nwhen flag clicked\nrepeat until <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [11]>>\n set y to (([sin v] of ((timer) * (300)) ) * (5))\nend\n\nwhen backdrop switches to [hard 1 \(confirmed\) v]\nhide\n\n@Play Game Button4\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (play3 v)\nset size to (110) %\ngo to x: (110) y: (0)\nshow\n\nwhen backdrop switches to [easy 1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n else\n change size by (((110) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nbroadcast (message3 v)\nhide\n\n@Play Game Button2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (easy2 v)\nset size to (105) %\ngo to x: (110) y: (40)\nhide\n\nwhen backdrop switches to [easy 1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n else\n change size by (((105) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nbroadcast (show v)\nbroadcast (message1 v)\nset [mode v] to [easy]\nset [state v] to [Gameplay]\n\nwhen I receive [message3 v]\ngo to x: (110) y: (40)\nshow\n\nwhen backdrop switches to [hard 1 \(confirmed\) v]\nhide\n\n@Play Game Button3\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (hard3 v)\nset size to (105) %\ngo to x: (110) y: (-40)\nhide\n\nwhen backdrop switches to [hard 1 \(confirmed\) v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n else\n change size by (((105) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nbroadcast (show v)\nbroadcast (message1 v)\nset [mode v] to [hard]\nset [state v] to [Gameplay]\n\nwhen I receive [message3 v]\ngo to x: (110) y: (-40)\nshow\n\nwhen backdrop switches to [easy 1 v]\nhide\n\n | This was my entry in platfomer contest! 1st Place\n\nNo spam or advertising\nIf you want to advertise then go here:\nhttps://scratch.mit.edu/studios/27062219/projects/\n-------------------------------------------------------------------------\nGoal of the game:You have to meet your friend,Electric\nThere are 8 Easy Levels and 8 Hard Levels\nAll of them are 100% possible\n---------------------------- Instructions ----------------------------\nFull screen recommended\nSpam the green flag 2 times\nPress play button and choose a difficulty\nArrow keys or use your finger to move\nDon't touch Red\nYellow and Orange are bouncy\nPress S to skip a level\nPress R to restart a level\n\nNote: Once you meet your friend electric,you can control him with wasd keys\n------------------------------- Credits -------------------------------\nAll art done by me\nCoding: @CopperStar15, @250119code2 and Me \nMusic Composed by @KIKOKO_ |
Barren World | Platformer | @Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if < and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\n if <<(Level) = [2]> and <<touching (enemy 1 v)?> and <(y position) < [-37]>>> then\n set [y v v] to [10]\n set [enemyhp v] to [0]\n broadcast (EnemyKilled v)\n else\n if <<touching (enemy 1 v)?> and <(y position) > [-37]>> then\n Spin off screen\n end\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change [color v] effect by (22)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\ndefine Easter egg! RARE BLOCK, BACKPACK NOW!\n\nset [enemyhp v] to [0]\nbroadcast (EnemyKilled v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Enemy 1\n\nwhen flag clicked\nhide\nforever\n if <(EnemyHP) = [0]> then\n broadcast (EnemyKilled v)\n set [enemydead? v] to [yes]\n end\nend\n\nwhen I receive [enemykilled v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\nhide\nhide\nhide\nset [enemydead? v] to [no]\nset [enemyhp v] to [1]\nforever\n if <<(Level) = [2]> and <(EnemyDead?) = [no]>> then\n show\n repeat (100000)\n glide (1) secs to x: (-30) y: (30)\n wait (1) seconds\n glide (1) secs to x: (100) y: (30)\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [3]>> then\n hide\n end\n if <(Level) = [2]> then\n show\n end\nend\n\[email protected]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n | Heyo uh\nNew game pog\nSorry if it isnt very good my wifi is the slowest :l (like i can barely save a backdrop) |
99%/100% Pen platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (100) y: (-50)\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nforever\n go [backward v] (1) layers\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change y by (1)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change y by (1)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change y by (1)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change y by (1)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change y by (1)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#2ca5e2)?> or <touching color (#00ffcb)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#72ff00)?> then\n change [level v] by (1)\n go to x: (-146) y: (-117)\n end\n if <<touching color (#ff0000)?> or <touching color (#e81717)?>> then\n go to x: (-146) y: (-117)\n end\nend\n\nwhen I receive [level1 v]\ngo to x: (-146) y: (-117)\n\n@Rendering_pen\n\ndefine Rf\npen up\nset pen color to (#2ca5e2)\ngo to x: (223) y: (-150)\npen down\ngo to x: (-223) y: (-150)\npen up\n\ndefine Render all\nerase all\nRf\nP\nRw (-223) , (-150) , (200)\nRw (223) , (-150) , (200)\nif <(Level) = [1]> then\n Ds (-100) , (48)\n Ds (-50) , (0)\n Ds (126) , (-70)\n Rpo (-180) , (100)\nelse\n if <(Level) = [2]> then\n Rs (28) , (-150)\n Rs [-60] , [-150]\n Rs [65] , [-150]\n Rs [100] , [-150]\n Rs [135] , [-150]\n Rs [170] , [-150]\n Ds (126) , (-70)\n Rpo (120) , (22)\n else\n if <(Level) = [3]> then\n Rs (-115) , (-145)\n Rs (-80) , (-145)\n Ds (1) , (-100)\n Ds (170) , (-40)\n Ds (1) , (30)\n Rpo (-70) , (80)\n REM\n else\n if <(Level) = [4]> then\n Rs (-100) , (-145)\n Rs (-65) , (-145)\n Rs (-30) , (-145)\n Rs (5) , (-145)\n Rs (40) , (-145)\n Rpo (150) , (-50)\n else\n if <(Level) = [5]> then\n Ds (-123) , (-70)\n Ds (1) , (1)\n Ds (123) , (1)\n Rs (139) , (16)\n Ds (1) , (100)\n Rpo (-140) , (150)\n Rs (-100) , (-150)\n Rs (-60) , (-150)\n Rs (-20) , (-150)\n Rs (20) , (-150)\n Rs (60) , (-150)\n Rs (100) , (-150)\n else\n switch backdrop to (backdrop2 v)\n end\n end\n end\n end\nend\n\ndefine Dp\npen up\nchange y by (20)\npen down\nchange x by (-10)\nchange y by (-20)\nchange x by (20)\nchange y by (20)\nchange x by (-10)\npen up\n\ndefine P\nset pen color to (#faff00)\ngo to (player v)\nDp\n\ndefine Ds (x) , (y)\nset pen color to (#2ca5e2)\npen up\ngo to x: (x) y: (y)\nchange y by (10)\npen down\nchange x by (-30)\nchange x by (60)\nchange y by (-20)\nchange x by (-60)\nchange y by (20)\npen up\n\ndefine .\nwait (0.5) seconds\nbroadcast (message1 v)\n\ndefine Rw (x1) , (y1) , (y2)\ngo to x: (x1) y: (y1)\npen down\nset pen color to (#2ca5e2)\ngo to x: (x1) y: (y2)\npen up\n\ndefine Rpo (x) , (y)\npen up\nset pen color to (#72ff00)\nset pen size to (7)\ngo to x: (x) y: (y)\npen down\nchange y by (-20)\nchange y by (20)\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\npen up\n\ndefine Rs (x) , (y)\npen up\nset pen color to (#ff0000)\ngo to x: (x) y: (y)\nchange x by (-15)\npen down\nchange x by (30)\ngo to x: ((x position) - (15)) y: ((y position) + (30))\ngo to x: ((x position) - (15)) y: ((y position) - (30))\npen up\n\ndefine Reset\nbroadcast (level1 v) and wait\n\ndefine Re (x) , (y)\npen up\nchange y by (20)\npen down\nchange x by (-10)\nchange y by (-20)\nchange x by (20)\nchange y by (20)\nchange x by (-10)\npen up\n\ndefine REM\nset pen color to (#e81818)\ngo to (enemy v)\nRe (0) , (0)\n\nwhen flag clicked\nerase all\n\nwhen flag clicked\nset pen size to (7)\n.\nhide variable [level v]\nset [level v] to [1]\nbroadcast (level1 v)\nforever\n Render all\n if <key (r v) pressed?> then\n Reset\n end\nend\n\n@Enemy\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n glide (2) secs to x: (108) y: (-140)\n glide (2) secs to x: (198) y: (-141)\n end\nend\n\n@Tb\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n | This is the pen platformer for @GeniusApple's contest! ( \nyay!First!)\n\nI know, there are some glitches... but be kind and love, fave and follow me for more! |
Lava Rise -A Scrolling Platformer- | @Stage\n\nwhen I receive [start v]\nforever\n play sound [Megalovania v] until done\nend\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest dying\nBouce?\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nBouce?\nPosition\nTest dying\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\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 y v] to (y)\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\n\nwhen flag clicked\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n win\n end\nend\n\ndefine Game on\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y 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 Test dying\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Bouce?\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\n\nchange [scroll y v] by (round ((() - (SCROLL Y)) / (5)))\n\ndefine win\nrepeat (10)\n turn right (36) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\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: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\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\n@danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (30)\nif <(LEVEL) = [1]> then\n change [y v] by (2)\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 [front 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 [-375]\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@End\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\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: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\nelse\n switch costume to (level 1 1 v)\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\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 | #24 on trending\nArrow keys/wasd/mobile to move\nAvoid the rising lava\nSTORY:\nYou are an explorer who travels into a lava castle in search of a golden crystal. Suddenly, the lava begins to rise. You must now get to high ground AND find the golden crystal. |
3D Platformer - A 100% Pen Platformer. | @Stage\n\n@Blank\n\n@3d\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n 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 <<mouse down?> and <<<(mouse y) < [-80]> and <(mouse y) > [-110]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-150]> and <(mouse y) > [-180]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-140]> and <(mouse x) > [-170]>>>> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-210]> and <(mouse x) > [-240]>>>> 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 [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 <<<mouse down?> and <<<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>> or <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [175]> and <(mouse x) > [205]>>>>> 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 [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]\n\nwhen flag clicked\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\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\n if <[] = [yes]> then\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] [1.2] [1] [platform]\n Level design [0] [1] [2] [lava]\n Level design [0] [0] [3] [lava]\n Level design [0] [2] [4] [end]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [5] [1] [platform]\n Level design [0] [1] [2] [platform]\n Level design [0] [3] [3] [trampoline]\n Level design [0] [2] [4] [end]\n else\n if <(Level) = [3]> then\n Level design [0] [2] [0] [Platform]\n Level design [0] [0] [1] [lava]\n Level design [0] [1] [2] [platform]\n Level design [0] [2] [3] [platform]\n Level design [0] [4] [4] [end]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [trampoline]\n Level design [0] [-1] [2] [platform]\n Level design [0] [2] [3] [platform]\n Level design [0] [4] [4] [end]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [1.2] [1] [platform]\n Level design [0] [1] [2] [lava]\n Level design [0] [0] [4] [end]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\n else\n Level design [0] [0] [0] [platform]\n end\n end\n end\n end\n end\nend\n\nLevel design [0] [0] [3] [lava]\n\nLevel design [0] [1] [1] [platform]\nLevel design [0] [-1] [2] [platform]\nLevel design [0] [2] [3] [end]\n\nLevel design [0] [0] [0] [Platform]\nLevel design [0] [0] [0] [Platform]\nLevel design [0] [0] [0] [Platform]\n\nLevel design [0] [-1] [2] [platform]\nLevel design [0] [2] [3] [end]\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\nDraw Controls\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 (#3238f7)\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 (#faff00)\n else\n set pen color to (#99ff00)\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 --- (label)\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\n\nforever\n\ndefine Draw Controls\nset pen size to (4)\nset pen color to (#efefef)\ngo to x: (-190) y: (-80)\npen down\ngo to x: (-205) y: (-110)\ngo to x: (-175) y: (-110)\ngo to x: (-190) y: (-80)\npen up\ngo to x: (-170) y: (-115)\npen down\ngo to x: (-170) y: (-145)\ngo to x: (-140) y: (-130)\ngo to x: (-170) y: (-115)\npen up\ngo to x: (-210) y: (-115)\npen down\ngo to x: (-210) y: (-145)\ngo to x: (-240) y: (-130)\ngo to x: (-210) y: (-115)\npen up\ngo to x: (-190) y: (-180)\npen down\ngo to x: (-205) y: (-150)\ngo to x: (-175) y: (-150)\ngo to x: (-190) y: (-180)\npen up\ngo to x: (-205) y: (-145)\npen down\ngo to x: (-175) y: (-145)\ngo to x: (-175) y: (-115)\ngo to x: (-205) y: (-115)\ngo to x: (-205) y: (-145)\npen up\ngo to x: (205) y: (-145)\npen down\ngo to x: (175) y: (-145)\ngo to x: (175) y: (-115)\ngo to x: (205) y: (-115)\ngo to x: (205) y: (-145)\npen up\n\n\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))\nend\nreset timer\nwait until <mouse down?>\nif <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\nend\n\nLevel design [0] [4] [4] [end]\n\nchange [level v] by (1)\nLevel\nReset\n\nLevel design [0] [0] [0] [platform]\nLevel design [0] [0] [3] [lava]\n\nLevel design [0] [0] [1] [platform]\nLevel design [0] [1] [2] [lava]\n\nLevel design [0] [1] [2] [lava]\nLevel design [0] [0] [3] [lava]\nLevel design [0] [0] [0] [end]\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 [Song v] until done\n play sound [Lights \[Dream Trance\]2 v] until done\nend\n\n | Welcome To A 3D Platformer.\n\nHow To Play!\n\nUse Arrow Keys To Change view. Use The Space Bar to jump and the Controls on the screen to move. \n\nI will hopefully add more levels soon!\n\nCredits:\n\n@-PandaMC- for music.\n\n@k0stya for the engine\n\n@Ryham301 for everything else.\n\nIf you liked this make sure to Like, Fave, And Follow ME!\n\nTags:\n#Games #3D #Awesome #FolowRyham301 #Ryham301 |
Darkness -A Platformer- (collab) | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n play sound [Xaf - Nebula v] until done\nend\n\n@Player\n\nwhen I start as a clone\ngo [backward v] (6) layers\nswitch costume to (light v)\nset size to (60) %\nset [ghost v] effect to (0)\nforever\n repeat (30)\n go to (player v)\n change size by (0.5)\n change [ghost v] effect by (1)\n turn right (12) degrees\n move (0.5) steps\n end\n repeat (30)\n go to (player v)\n change size by (-0.5)\n change [ghost v] effect by (-1)\n turn right (12) degrees\n move (0.5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [14]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (((Level) - (1)) * (10))\nend\n\nwhen flag clicked\nset [level up v] to [0]\ngo to [front v] layer\nswitch costume to (player2 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\nset rotation style [left-right v]\nset [fail v] to [0]\nset [level v] to [1]\ngo to x: (-170) y: (-40)\nforever\n set [color v] effect to (((Level) - (1)) * (10))\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player v)\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <(x position) > [230]> then\n go to x: (-170) y: (-40)\n change [level v] by (1)\n set [xv v] to [0]\n end\n if <<touching (spikes v)?> or <<touching color (#000000)?> and <(Level) = [16]>>> then\n start sound [Fail v]\n set [fail v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-170) y: (-40)\n set [xv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (player2 v)\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nforever\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n wait until <(Fail) = [1]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [fail v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nrepeat (100000)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@1\n\nwhen flag clicked\nset size to (50) %\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (25) %\nswitch costume to (costume2 v)\ngo to x: (pick random (-45) to (45)) y: (250)\npoint in direction (90)\nrepeat until <touching (ground v)?>\n turn right (5) degrees\n change y by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [level v] to [1]\nwait until <(Level) = [16]>\nshow\nswitch costume to (costume1 v)\nrepeat until <(Level) = [17]>\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nwait until <(Level) = [17]>\ndelete this clone\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat (2)\n hide\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n | Arrow keys to move.\nAvoid spikes.\nYou have limited eyesight\nSTORY: You are a color-changing cube and you live in a totally normal, generic world, but suddenly, darkness covered the planet, and you need to escape the world of spikes and obstacles. Fortunately, you have a light source.\nCan you escape?\n\nThere are 20 levels. |
Warrior cat mobile platformer | @Stage\n\nwhen I receive [before start v]\nswitch backdrop to (mountains v)\nforever\n play sound [Sounds of the Boreal Forest.mp3 v] until done\nend\n\nwhen I receive [before start v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Inferno v] until done\n else\n play sound [Plugged \(post mastering\) v] until done\n end\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\nshow\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\nwhen I receive [before start v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\n@Storyline\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\nshow\n\n@Guy\n\nwhen flag clicked\nhide\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 I receive [before start v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (f3ccf75f1883faea777a00f351c5dc60 v)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (-80)\nshow\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 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 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 <(mouse y) > (y position)>>> then\n set [y v] to [13]\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 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 [15]\n else\n set [y v] to [0]\n end\n end\n if <<<(x position) > [240]> or <key (p v) pressed?>> and <not <([costume # v] of [levels v]) = [30]>>> then\n broadcast (done v)\n wait (0.5) seconds\n go to x: (-200) y: (-80)\n wait (1.4) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (spikes v)?> then\n broadcast (ded v)\n start sound [Crunch v]\n change [death counter v] by (1)\n wait (0.5) seconds\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-80)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [don't move v]\nwait (0.5) seconds\nrepeat (30)\n go to x: (-200) y: (-80)\nend\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nswitch costume to (f3ccf75f1883faea777a00f351c5dc2 v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n wait (0.5) seconds\n switch costume to (f3ccf75f1883faea777a00f351c5dc2 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 wait (0.5) seconds\n switch costume to (f3ccf75f1883faea777a00f351c5dc60 v)\n end\nend\n\nwhen flag clicked\nset [death counter v] to [0]\n\n@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Teleport v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.7)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nswitch backdrop to (mountains v)\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-180) y: (-140)\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 [stages v]) = [20]>>> then\n broadcast (don't move v)\n broadcast (done v)\n end\n end\n if <([costume # v] of [levels v]) = [30]> then\n go to x: (4598234759234) y: (32453245234)\n hide\n else\n go to x: (-180) y: (-140)\n show\n end\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [done v]\nset [transition v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(transition) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (500)\n repeat (30)\n change y by (((-5) - (y position)) / (8))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n repeat (30)\n change y by (((-340) - (y position)) / (8))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n delete this clone\nend\n\nwhen I receive [ded v]\nset [transition v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(transition) = [2]> then\n clear graphic effects\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n delete this clone\nend\n\n@Rando Bando clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (30) to (10))\ngo to [back v] layer\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [before start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (10) to (15)) seconds\nend\n\n@bouncies\n\ndefine insert mushroom at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (guy v)?> then\n start sound [Low Boing v]\n set [y v] to [20]\n repeat (2)\n wait (0) seconds\n next costume\n end\n repeat (2)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nset size to (70) %\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [9]>\ninsert mushroom at [-100] [-90]\nwait until <([costume # v] of [levels v]) = [10]>\ninsert mushroom at [-120] [-90]\ninsert mushroom at [0] [-90]\ninsert mushroom at [120] [-90]\nwait until <([costume # v] of [levels v]) = [11]>\ninsert mushroom at [-100] [-40]\ninsert mushroom at [80] [-90]\nwait until <([costume # v] of [levels v]) = [13]>\ninsert mushroom at [40] [-90]\nwait until <([costume # v] of [levels v]) = [19]>\ninsert mushroom at [-140] [-90]\nwait until <([costume # v] of [levels v]) = [22]>\ninsert mushroom at [-100] [-90]\nwait until <([costume # v] of [levels v]) = [24]>\ninsert mushroom at [160] [18]\nwait until <([costume # v] of [levels v]) = [27]>\ninsert mushroom at [-130] [-90]\ninsert mushroom at [-80] [-90]\ninsert mushroom at [-30] [-90]\ninsert mushroom at [20] [-90]\ninsert mushroom at [70] [-90]\ninsert mushroom at [120] [-90]\ninsert mushroom at [170] [-90]\ninsert mushroom at [220] [-90]\n\nwhen I receive [done v]\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\ndelete\nwait (1) seconds\ndelete\n\ndefine delete\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n | the first ever warriors platformer!!!!\nupdate: death counter!!\n\npress arrow keys or a,d,w,s or you can click where you want to go. \n\nI ASSURE YOU, ALL LEVELS CAN BE COMPLETED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\nname your cat, then get him/her back to their clan\n\nCREDITS:\n@Sand_flower\nPixel art\n@corpcooga with the original platformer \n\n |
Scrolling Platformer engine/tutorial UPDATED | @Stage\n\n@PLAYER\n\nwhen flag clicked\nbroadcast (green flag v) and wait\nbroadcast (begin! v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine prepare\nset [cam x v] to [-100]\nset [cam y v] to [150]\nset [player status v] to []\nset [xpos v] to [-100]\nset [ypos v] to [150]\nset [x velocity v] to [0]\nset [frame script? v] to [0]\nset [y velocity v] to [0]\nset [falling v] to [0]\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Tick <right> <left> <jump>\nRead keys y velocity: [16] <jump> <left> <right>\nMomentum limit [1.3]\nMove x: ((x velocity) * (7)) y: (y velocity)\nGravity [-1.7]\nScroll change ((xpos) - (CAM X)) ((ypos) - (CAM Y)) [10] [0] [-20]\nDanger test\nposition\nAnimate <jump> <<right> and <not <jump>>> <<left> and <not <jump>>>\n\ndefine restart\nset [player status v] to []\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nwhen I receive [begin! v]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n prepare\n repeat until <not <(PLAYER STATUS) = []>>\n broadcast (tick v) and wait\n end\n restart\nend\n\ndefine position\ngo to x: ((xpos) - (CAM X)) y: (((ypos) - (CAM Y)) - (0))\n\ndefine Change X vel. by (xvel.)\npoint in direction ((([abs v] of (xvel.) ) / (xvel.)) * (90))\nchange [x velocity v] by (xvel.)\nif <(Frame) = [off]> then\n set [frame v] to [on]\nend\nif <(Frame) = [on]> then\n set [frame v] to [after]\nend\n\nwhen I receive [frame it v]\nset [frame script? v] to [1]\nif <(Frame) = [8]> then\n set [frame v] to [1]\nelse\n change [frame v] by (1)\nend\nwait (0.035) seconds\nset [frame script? v] to [0]\n\ndefine Animate <jump> <left> <right>\nif <<<left> or <right>> and <<not <(Frame) = [15]>> and <not <jump>>>> then\n if <(Frame script?) = [0]> then\n broadcast (frame it v)\n end\nelse\n set [frame v] to [1]\nend\nif <(falling) < [4]> then\n set [jump? v] to [0]\nelse\n set [jump? v] to [1]\nend\nif <(jump?) = [0]> then\n switch costume to (join [walk] (Frame))\nelse\n if <(y velocity) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (walk1 v)\n end\nend\nif <touching (exit point v)?> then\n set [player status v] to [win]\nend\n\ndefine Momentum limit (limit)\nif <(x velocity) > (limit)> then\n set [x velocity v] to (limit)\nend\nif <(x velocity) < ((limit) * (-1))> then\n set [x velocity v] to ((limit) * (-1))\nend\n\ndefine Scroll change (x input) (y input) (delay) (maximun x scroll) (maximun y scroll)\nchange [cam x v] by (round ((x input) / (delay)))\nchange [cam y v] by (round ((y input) / (delay)))\nif <(CAM Y) < (maximun y scroll)> then\n set [cam y v] to (maximun y scroll)\nend\nif <(CAM X) < (maximun x scroll)> then\n set [cam x v] to (maximun x scroll)\nend\n\ndefine Danger test\nif <(y position) < [-184]> then\n set [player status v] to [die]\nend\n\ndefine Gravity (gravity)\nchange [y velocity v] by (gravity)\n\ndefine Move x: (x) y: (y)\nchange [xpos v] by (x)\nposition\nif <touching (platforms v)?> then\n repeat (10)\n change [ypos v] by (1)\n change [xpos v] by ((direction) / (90))\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [ypos v] by (-10)\n repeat until <not <touching (platforms v)?>>\n if <(x) > [0]> then\n change [xpos v] by (-1)\n else\n change [xpos v] by (((x velocity) / (5)) * (-1))\n end\n position\n end\nend\nchange [x velocity v] by (() - ((x velocity) / (3)))\nchange [ypos v] by (y)\nchange [falling v] by (1)\nposition\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n if <(y) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos v] by (1)\n set [falling v] to [0]\n end\n set [y velocity v] to [0]\n position\n end\nend\nposition\n\ndefine Read keys y velocity: (yv) <jump?> <left?> <right?>\nswitch costume to (hitbox v)\nif <right?> then\n Change X vel. by [0.6]\nelse\n if <left?> then\n Change X vel. by [-0.6]\n else\n set [frame v] to [off]\n end\nend\nif <<(falling) < [4]> and <jump?>> then\n set [y velocity v] to (yv)\nend\n\nwhen I receive [tick v]\nTick <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>\n\nwait until \n\n@platforms\n\nwhen I receive [tick v]\nset [brightness v] effect to ((0) - ([abs v] of (((letter (length of (current [second v])) of (current [second v])) / (1)) * (5)) ))\nposition ((x) - (CAM X)) ((y) - (CAM 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 [reset v]\ngo to [back v] layer\ngo [forward v] (1) layers\nclear graphic effects\nhide\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nclone at x: [1975] y: [2]\n\ngo to x: (0) y: (0)\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | TERA TRANCE (scrolling platformer) RESHARED!!! https://scratch.mit.edu/projects/399452232/\nThis is my new version of my last engine! It also includes animation. This one is supposed to be simpler and easier to understand and change things. However it's still from @griffpatch a bit. This one is just an update of the player and is 90% by me.\n\nTHIS IS ALSO FOR TERA TRANCE!!! |
School || a scrolling platformer #games | @Stage\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [760] y: [720]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [front v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [0]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (5 v)\n else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (6 v)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> then\n switch costume to (2 v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (3 v)\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\n\nwhen [r v] key pressed\nGame On\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\nrepeat until <(LEVEL) = [4]>\n wait (1) seconds\n change [score v] by (1)\nend\nif <(Score) < (☁ HighScore)> then\n set [☁ highscore v] to (Score)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [0] y: [360]\n Clone At x: [260] y: [380]\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go [forward v] (100) layers\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [1737] y: [37]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [1670] y: [38]\n else\n if <(LEVEL) = [3]> then\n Clone At x: [2049] y: [708]\n end\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Sprite1\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [brightness v] effect by (1)\n change [ghost v] effect by (1)\nend\n\n | Sequel is out now\nhttps://scratch.mit.edu/projects/409323910/\nNew game, yay :)\n----------------------------school-------------------------------------\nUse arrow keys WASD or mobile to move \nAvoid fails\ndon't fall in\n2 levels (I will add a third with 100 loves)\nOver + 20h of work let me get this top loved\nStory:You are traped in your last school day so you have to escape \n |
[OUTDATED]GravityV's Scrolling Platformer Engine | @Stage\n\n@Player\n\ndefine init\nhide\nset [xv v] to [0]\nset [yv v] to [0]\nset [playerx v] to [0]\nset [playery v] to [0]\nset [scrollx v] to ((playerX) + (300))\nset [scrolly v] to (playerY)\nposition\nbroadcast (set up lev v) and wait\nbroadcast (position v) and wait\nshow\n\nwhen flag clicked\nset size to (100) %\ninit\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n end\n change [playerx v] by (round (Xv))\n position\n if <touching (level v)?> then\n change [playerx v] by ((Xv) * (-1))\n set [xv v] to [0]\n position\n else\n set [xv v] to ((Xv) * (0.8))\n end\n change [playery v] by (round (Yv))\n position\n if <touching (level v)?> then\n change [playery v] by ((Yv) * (-1))\n set [yv v] to [0]\n position\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(lock) = [0]> then\n set [yv v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [yv v] by (-1)\n set [lock v] to [0]\n end\n change [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\n change [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\n position\n broadcast (position v)\n Check Die\nend\n\ndefine position\nposition ((playerX) - (SCROLLX)) ((playerY) - (SCROLLY))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\n\ndefine Check Die\nif <(playerY) < [-220]> then\n repeat (15)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n init\n set [ghost v] effect to (0)\n set size to (100) %\n position\nend\n\n@level\n\nwhen I receive [position v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [set up lev v]\nset up\n\ndefine create level clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\ncreate clone of (_myself_ v)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [del clones v]\ndelete this clone\n\ndefine set up\nbroadcast (DEL CLONES v)\nswitch costume to (costume1 v)\ncreate level clone at [0] [0]\nrepeat (6)\n create level clone at ((x) + (560)) [0]\nend\ncreate level clone at [-99999999999999999999999999999999999999999999] [0]\n\n@end\n\nwhen I receive [position v]\nif <(costume [number v]) = [1]> then\n position ((3496) - (SCROLLX)) ((180) - (SCROLLY))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow variable [☁ highscore v]\nhide variable [time v]\nwait until <<key (any v) pressed?> or <mouse down?>>\nreset timer\nrepeat until <touching (player v)?>\n set [time v] to (timer)\nend\nbroadcast (end v)\n\nwhen I receive [end v]\nshow variable [time v]\nif <(TIME) < (☁ HIGHSCORE)> then\n set [☁ highscore v] to (TIME)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [☁ highscore v] to [1000000000000000]\n\nset [☁ highscore v] to [26.334]\n\nhide variable [time v]\nhide variable [☁ highscore v]\n\n@extensions\n\nif <touching (level v)?> then\n change [playerx v] by ((Xv) * (-1))\n position\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [xv v] to [10]\n set [yv v] to [10]\n else\n set [xv v] to [-10]\n set [yv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nelse\n set [xv v] to ((Xv) * (0.8))\nend\n\n@BG\n\nwhen flag clicked\nshow\ngo to [back v] layer\nzoom [150]\nforever\n go to x: ((join [-] ([playerx v] of [player v])) * (0.05)) y: ((join [-] ([playery v] of [player v])) * (0.05))\nend\n\nhide\n\ndefine zoom (%)\nswitch costume to (dot v)\nset size to (%) %\nswitch costume to (costume1 v)\n\n@Thumbnail\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 | [OUTDATED]Scrolling Platformer Engine 100% by me\nThis is a platformer engine. But actually I have an upgrade version of this in which I used it in my PAPERFORMER. But whatever, enjoy and use this in your projects!\nSPEEDRUN:\n(There is a timer shown after you reached the exit. Comment down your result!) |
Explorer || Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (kostüm2 v)\n\nwhen I receive [intro finish v]\nswitch backdrop to (kostüm1 v)\n\nwhen flag clicked\nforever\n play sound [Spirit Final Ver v] until done\nend\n\n@Player\n\nwhen I receive [start v]\nswitch costume to (kostüm2 v)\npoint in direction (90)\nset rotation style [left-right v]\nshow\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 <(x position) > (mouse x)>>> 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 (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper v)?>> then\n change y by (1)\n end\n if <<touching (platformer v)?> or <touching (helper 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 [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 (platformer v)?> or <touching (helper 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 (platformer v)?> or <touching (helper v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (enemy v)?> or <<touching (arrows 1 v)?> or <<touching (arrows 2 v)?> or <<touching (saw v)?> or <<<touching (spikes v)?> or <touching (traps v)?>> or <touching (traps2 v)?>>>>>> then\n broadcast (Death v) and wait\n go to x: (-217) y: (42)\n point in direction (90)\n set rotation style [left-right v]\n broadcast (Reset the moving variables v)\n clear graphic effects\n end\n if <(x position) > [222]> then\n hide\n broadcast (Levelübergang v) and wait\n go to x: (-214) y: (42)\n broadcast (Reset the moving variables v)\n show\n end\nend\n\nwhen I receive [reset the moving variables v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n\nforever\n if <(x position) > [222]> then\n wait (1) seconds\n broadcast (Next level v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [222]> then\nend\n\nwhen I receive [death v]\n\nwhen I receive [death v]\n\nif <(direction) = [90]> then\n\nrepeat (10)\n turn right (15) degrees\nend\n\nturn left (15) degrees\n\nwhen I receive [death v]\nclear graphic effects\nrepeat (17)\n change [ghost v] effect by (5.8)\nend\n\nwhen flag clicked\ngo to x: (-214) y: (-85)\npoint in direction (90)\n\nwhen I receive [skip v]\nhide\nbroadcast (Levelübergang v) and wait\ngo to x: (-214) y: (42)\nbroadcast (Reset the moving variables v)\nshow\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> or <touching (bounce2 v)?>> then\n set [y v] to [20]\n end\nend\n\nchange [y v] by (8)\n\nwhen flag clicked\nforever\n if <touching (speed v)?> then\n change [x v] by (10)\n end\n if <<touching (speed2 v)?> or <<touching (speed3 v)?> or <touching (speed4 v)?>>> then\n change [x v] by (-10)\n end\nend\n\n@Platformer\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [level v] to [1]\n\nwhen I receive [intro finish v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@Übergang\n\nwhen I receive [levelübergang v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [level v] to [1]\nforever\n set drag mode [not draggable v]\n switch costume to ([costume # v] of [platformer v])\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Thumbnail\n\nwhen I receive [intro finish v]\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Start v)\nforever\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n show\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (15502222220000) layers\nend\n\n@Arrows 1\n\ngo to x: (-30) y: (-80)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (-80) y: (-80)\n glide (1) secs to x: (-45) y: (-80)\n glide (1) secs to x: (-80) y: (-80)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nswitch costume to (kostüm1 v)\nwait (0.5) seconds\n\nwait (1.5) seconds\n\nchange x by (-5)\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [5]> then\n show\n else\n hide\n end\nend\n\n@Skip\n\nwhen flag clicked\ngo to x: (181) y: (-140)\npoint in direction (75)\nforever\n repeat (25)\n turn right (1) degrees\n end\n repeat (25)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [platformer v])\nend\n\nwhen I receive [intro finish v]\nshow\n\nwhen flag clicked\nwait until <([costume # v] of [platformer v]) = [23]>\nhide\n\n@Deko\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [level v] to [1]\nforever\n switch costume to ([costume # v] of [platformer v])\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Arrows 2\n\ngo to x: (-30) y: (-80)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (80) y: (-80)\n glide (1) secs to x: (45) y: (-80)\n glide (1) secs to x: (80) y: (-80)\nend\n\nwhen flag clicked\nforever\n switch costume to (kostüm2 v)\nend\n\nswitch costume to (kostüm1 v)\nwait (0.5) seconds\n\nwait (1.5) seconds\n\nchange x by (-5)\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [5]> then\n show\n else\n hide\n end\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction ((([sin v] of ((timer) * (100)) ) * (12)) + (90))\nhide\nset [größe v] to [0]\ngo to x: (0) y: (0)\nset size to (0) %\nwait (0.3) seconds\nshow\nrepeat (10)\n change size by (Größe)\n change [größe v] by (2)\nend\nrepeat (100)\n point in direction ((([sin v] of ((timer) * (100)) ) * (12)) + (90))\n set size to ((([sin v] of ((timer) * (200)) ) * (10)) + (93)) %\n set y to ((([sin v] of ((timer) * (500)) ) * (15)) + (0))\nend\nrepeat (10)\n change size by (-10)\nend\nhide\nbroadcast (Intro finish v)\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n wait until <not <mouse down?>>\n wait until <mouse down?>\n stop [other scripts in sprite v]\n repeat (10)\n go to [front v] layer\n go [forward v] (100000) layers\n change size by (-10)\n end\n go to [front v] layer\n go [forward v] (100000) layers\n hide\n broadcast (Intro finish v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (100000) layers\nend\n\n@Intro2\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [intro finish v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Bounce\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [12]> then\n go to x: (-19) y: (-76)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait until <touching (player v)?>\n repeat (5)\n next costume\n wait (0.05) seconds\n end\nend\n\n@Traps\n\nwhen flag clicked\ngo to x: (36) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (36) y: (35)\nforever\n glide (1) secs to x: (36) y: (0)\n glide (1) secs to x: (36) y: (35)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [9]> then\n show\n else\n hide\n end\nend\n\n@Bounce2\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [13]> then\n go to x: (-175) y: (-76)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait until <touching (player v)?>\n repeat (5)\n next costume\n wait (0.05) seconds\n end\nend\n\n@Speed\n\nwhen flag clicked\nforever\n set size to (40) %\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [15]> then\n show\n go to x: (9) y: (-77)\n else\n if <([costume # v] of [platformer v]) = [16]> then\n show\n go to x: (-40) y: (-77)\n else\n hide\n end\n end\nend\n\n@Speed2\n\nwhen flag clicked\nforever\n set size to (40) %\n go to [back v] layer\n if <<([costume # v] of [platformer v]) = [16]> or <([costume # v] of [platformer v]) = [18]>> then\n show\n go to x: (55) y: (-77)\n else\n hide\n end\nend\n\n@Speed3\n\nwhen flag clicked\nforever\n set size to (40) %\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [18]> then\n show\n go to x: (-74) y: (-77)\n else\n hide\n end\nend\n\n@Speed4\n\nwhen flag clicked\nforever\n set size to (40) %\n go to [back v] layer\n if <([costume # v] of [platformer v]) = [18]> then\n show\n go to x: (159) y: (-77)\n else\n hide\n end\nend\n\n@Saw\n\nwhen flag clicked\ngo to x: (-34) y: (-104)\nforever\n if <([costume # v] of [platformer v]) = [20]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [speedofsaw v] to [25]\n repeat (40)\n set [speedofsaw v] to ((speedofsaw) * (0.9))\n end\n repeat (40)\n set [speedofsaw v] to ((speedofsaw) * (-0.9))\n end\nend\n\nchange [speedofsaw v] by (1)\n\nwhen flag clicked\nforever\n turn right (speedofsaw) degrees\nend\n\n@Traps2\n\nwhen flag clicked\ngo to x: (10) y: (28)\nforever\n glide (1) secs to x: (10) y: (100)\n glide (1) secs to x: (10) y: (28)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [21]> then\n show\n else\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [22]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (160) y: (-86)\npoint in direction (-90)\nforever\n glide (2) secs to x: (-160) y: (-86)\n point in direction (90)\n glide (2) secs to x: (160) y: (-86)\n point in direction (-90)\nend\n\n | Control with the arrow keys.\nAll levels are possible. \nDon't touch the spikes, the saws, the crusher and the enemys |
Flashlight - 3D Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [unity v] until done\nend\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n 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 <<mouse down?> and <<<(mouse y) < [-80]> and <(mouse y) > [-110]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-150]> and <(mouse y) > [-180]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-140]> and <(mouse x) > [-170]>>>> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-210]> and <(mouse x) > [-240]>>>> 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 [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 <<<mouse down?> and <<<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>> or <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [175]> and <(mouse x) > [205]>>>>> 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 [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]\n\nwhen flag clicked\nreset timer\nerase all\nset [level 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] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [2] [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] [Lava]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [5] [3] [Platform]\n Level design [0] [5] [4] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Lava]\n Level design [2] [0] [0] [Platform]\n Level design [2] [0] [1] [Trampoline]\n Level design [2] [5] [2] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Lava]\n Level design [2] [0] [0] [Platform]\n Level design [2] [0] [1] [Lava]\n Level design [2] [0] [2] [Platform]\n Level design [2] [1] [3] [Platform]\n Level design [1] [1] [3] [Lava]\n Level design [0] [1] [3] [Trampoline]\n Level design [-1] [4] [4] [Platform]\n Level design [-1] [4] [5] [End]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [0] [2] [End]\n Level design [0] [1] [-1] [Platform]\n Level design [0] [2] [-2] [Trampoline]\n Level design [0] [7] [0] [Platform]\n Level design [0] [2] [1] [Platform]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [1] [2] [Lava]\n Level design [0] [0] [2] [End]\n Level design [0] [-2] [3] [Platform]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [0] [2] [Lava]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Trampoline]\n Level design [0] [5] [5] [End]\n else\n broadcast (message1 v)\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\nDraw Controls\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 (#327af7)\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 --- (label)\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\n\nforever\nend\n\ndefine Draw Controls\n\nif 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))\nend\nreset timer\nwait until <mouse down?>\nif <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\nend\n\nwhen [0 v] key pressed\nchange [level v] by (1)\nLevel\nReset\n\nwhen I receive [start v]\nLevel\nReset\nforever\n erase all\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\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <key (1 v) pressed?> then\n change x by (-3)\n end\n if <key (2 v) pressed?> then\n change x by (3)\n end\n if <(x position) < [-115]> then\n set x to (-115)\n end\n if <[115] < (x position)> then\n set x to (115)\n end\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 [message1 v]\nrepeat (20)\n change [ghost v] effect by (-5)\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@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 to move the camera, wasd to move, space to jump, and 1 and 2 to move the flashlight.\nThis is a normal 3D platformer but with limited eyesight. |
Zombie Escape Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nforever\n play sound [young and old know love v] until done\nend\n\nwhen flag clicked\nforever\n if <(playerTouchingWater) = [1]> then\n set [pitch v] effect to (-50)\n else\n set [pitch v] effect to (0)\n set [pan left/right v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(playerTouchingWater) = [1]> then\n repeat (50)\n change [pan left/right v] effect by (-2)\n end\n repeat (100)\n change [pan left/right v] effect by (2)\n end\n repeat (50)\n change [pan left/right v] effect by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Thunder Storm v] until done\n wait (pick random (30) to (75)) seconds\nend\n\nwhen flag clicked\nforever\n play sound [JJ v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nset [checkpoint v] to [0]\nif <not <(username) = [AzureLightning]>> then\n change [☁ plays v] by (1)\nend\nset [currenttime v] to [0]\nset [xscroll v] to [-100]\nset [playercoins v] to [0]\nset [yscroll v] to [-63]\nset [playercharacter v] to [Swift]\nset [gravity v] to [Normal]\nset [framesbeforecloningplayer v] to [5]\nset [cancontrolplayer v] to [1]\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nbroadcast (Setup v) and wait\nbroadcast (loadPlaceholder v) and wait\nset [playerhealth v] to [3]\nbroadcast (updateHealth v) and wait\nforever\n if <(paused) = [0]> then\n change [currenttime v] by (1)\n if <(playerCoins) = [9]> then\n if <not <(username) = [AzureLightning]>> then\n set [☁ globalaveragetime v] to (((☁ globalAverageTime) + (currentTime)) / (2))\n end\n broadcast (Win v) and wait\n end\n if <(playerHealth) = [0]> then\n start sound [Ricochet v]\n if <not <(username) = [AzureLightning]>> then\n change [☁ deaths v] by (1)\n end\n set [yspeed v] to [15]\n repeat until <touching (_edge_ v)?>\n change [yspeed v] by (-1)\n change y by (ySpeed)\n if <(direction) = [90]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n broadcast (lose v) and wait\n go to x: (0) y: (0)\n set rotation style [left-right v]\n set [xscroll v] to [0]\n set [playercoins v] to [0]\n set [yscroll v] to [50]\n set [playercharacter v] to [Swift]\n set [gravity v] to [Normal]\n set [framesbeforecloningplayer v] to [5]\n set [cancontrolplayer v] to [1]\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n broadcast (Setup v) and wait\n broadcast (loadPlaceholder v) and wait\n set [playerhealth v] to [3]\n broadcast (updateHealth v) and wait\n end\n if <(cheatFlight) = [1]> then\n set [availablejumps v] to [999999999999]\n end\n if <(yScroll) > [600]> then\n set [checkpoint v] to [1]\n end\n controls: <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(analog to x input) < [-.4]>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(analog to x input) > [.4]>> <<((yLengthWithinBounds) / (slingMaxLength)) > [.5]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> <<((yLengthWithinBounds) / (slingMaxLength)) < [-.7]> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> gravity [2] jump speed [disabled as of now] amount of jumps [] move speed []\n end\nend\n\nchange [framesbeforecloningplayer v] by (-1)\nif <(framesBeforeCloningPlayer) = [0]> then\n set [spriteisclone v] to [1]\n set [cloneframecounter v] to [0]\n set [clonex v] to (xScroll)\n set [cloney v] to (y position)\n create clone of (_myself_ v)\n set [spriteisclone v] to [0]\n set [framesbeforecloningplayer v] to [3]\nend\n\ndefine Change X (x speed) <up >\nset [slopelimit v] to [15]\nset [slope v] to [0]\nif <(touchingFloor) = [1]> then\n change x by (x speed)\n if <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (slopeLimit)>>\n change y by (1)\n change [slope v] by (1)\n end\n end\n if <(slope) = (slopeLimit)> then\n change y by (() - (slope))\n set [xspeed v] to [0]\n X Collision Without Slope (x speed) <up >\n end\n change y by (-15)\n if <<touching (platforms v)?> or <touching (semisolid platforms v)?>> then\n repeat until <not <<touching (platforms v)?> or <touching (semisolid platforms v)?>>>\n change y by (1)\n end\n else\n change y by (15)\n set [availablejumps v] to [1]\n end\nelse\n change x by (x speed)\n if <touching (platforms v)?> then\n set [xspeed v] to [0]\n X Collision Without Slope (x speed) <up >\n end\nend\n\ndefine Change Y (y speed)\nset [availablejumps v] to [0]\nchange y by (ySpeed)\nset [touchingfloor v] to [0]\nif <touching (platforms v)?> then\n if <<touching (platforms v)?> or <(ySpeed) < [0]>> then\n set [yspeed v] to [0]\n end\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touchingfloor v] to [1]\n set [framesmidair v] to [0]\n set [availablejumps v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\nif <touching (water v)?> then\n set [framesmidair v] to [0]\nend\nif <not <(phaseThrough) > [0]>> then\n if <(ySpeed) < [-6]> then\n switch costume to (semisolid fall v)\n else\n switch costume to (semisolid hitbox v)\n end\n if <<(ySpeed) < [0]> and <touching (semisolid platforms v)?>> then\n set [touchingfloor v] to [1]\n set [semisolidcounter v] to [0]\n repeat until <not <touching (semisolid platforms v)?>>\n change y by (1)\n change [semisolidcounter v] by (1)\n end\n if <<(semisolidCounter) > [10]> and <(ySpeed) > [-10]>> then\n change y by (() - (semisolidCounter))\n else\n set [yspeed v] to [0]\n set [availablejumps v] to [1]\n end\n end\n switch costume to (hitbox v)\nend\n\ndefine X Collision Without Slope (x speed) <up>\nif <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\nelse\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\nend\n\ndefine playerAnimations <left> <right>\nif <(playerTurning) > [0]> then\n change [playerturning v] by (-1)\nend\nif <(playerTurning) > [0]> then\n switch costume to (turn v)\nelse\n if <<(ySpeed) < [-16]> or <<touching (water v)?> and <(ySpeed) < [-5]>>> then\n switch costume to (fall v)\n else\n switch costume to (forward v)\n end\n if <left> then\n point in direction (-90)\n end\n if <right> then\n point in direction (90)\n end\nend\n\nwhen I receive [scroll v]\ngo to [front v] layer\ngo [backward v] (9) layers\n\nif <(spriteIsClone) = [1]> then\n go to [back v] layer\n go to x: ((cloneX) - (xScroll)) y: ((cloneY) - (yScroll))\n change [ghost v] effect by (10)\n set size to ((size) * (.99)) %\n change [cloneframecounter v] by (1)\n if <(cloneFrameCounter) = [10]> then\n delete this clone\n end\nend\n\ndefine controls: <left> <right> <up> <down> gravity (gravity) jump speed (jump speed) amount of jumps (amount of jumps) move speed (move speed)\nswitch costume to (hitbox v)\nif <<right> and <(canControlPlayer) = [1]>> then\n if <(xSpeed) < [0]> then\n set [playerturning v] to [3]\n end\n change [xspeed v] by (3)\nend\nif <<left> and <(canControlPlayer) = [1]>> then\n if <(xSpeed) > [0]> then\n set [playerturning v] to [3]\n end\n change [xspeed v] by (-3)\nend\nif <not <(canControlPlayer) = [1]>> then\n change [cancontrolplayer v] by (1)\nend\nif <(xSpeed) > [8]> then\n set [xspeed v] to [8]\nelse\n if <(xSpeed) < [-8]> then\n set [xspeed v] to [-8]\n end\nend\nChange X (xSpeed) <up>\nif <(touchingFloor) = [1]> then\n if <(xSpeed) > [0]> then\n change [xspeed v] by (-1)\n else\n if <(xSpeed) < [0]> then\n change [xspeed v] by (1)\n end\n end\nend\nif <touching (water v)?> then\n if <(playerTouchingWater) = [0]> then\n start sound [Water Drop v]\n end\n set [playertouchingwater v] to [1]\n change [yspeed v] by (-1)\n if <(ySpeed) < [-6]> then\n set [yspeed v] to [-6]\n end\nelse\n change [yspeed v] by (() - (gravity))\n set [playertouchingwater v] to [0]\nend\nchange [framesmidair v] by (1)\nif <<(cheatFlight) = [1]> and <(ySpeed) < [-6]>> then\n set [yspeed v] to [-6]\nend\nChange Y (ySpeed)\nif <up> then\n if <<<(availableJumps) > [0]> or <touching (water v)?>> and <<<(cheatFlight) = [1]> or <(jumpKeyHeld) = [0]>> or <touching (water v)?>>> then\n set [jumpkeyheld v] to [1]\n if <(canControlPlayer) = [1]> then\n if <touching (water v)?> then\n set [yspeed v] to [10]\n else\n set [yspeed v] to [19]\n if <(cheatFlight) = [1]> then\n set [yspeed v] to [10]\n else\n start sound [Low Whoosh v]\n end\n if <(availableJumps) = [1]> then\n if <<<right> and <(xSpeed) < [0]>> or <<left> and <(xSpeed) > [0]>>> then\n set [xspeed v] to [0]\n end\n end\n end\n set [availablejumps v] to [0]\n end\n end\nelse\n set [jumpkeyheld v] to [0]\nend\nplayerAnimations <left> <right>\nif <<not <<(x position) < [0]> and <(xScroll) < [-110]>>> and <not <<(x position) > [0]> and <(xScroll) > [300]>>>> then\n change [xscroll v] by (x position)\n set x to (0)\nend\nif <<not <<(yScroll) < [-20]> and <(y position) < [0]>>> and <not <<(yScroll) > [1750]> and <(y position) > [0]>>>> then\n change [yscroll v] by (y position)\n set y to (0)\nend\nif <(phaseThrough) > [0]> then\n change [phasethrough v] by (-1)\nend\nif <(playerInvincible) > [0]> then\n change [playerinvincible v] by (-1)\nend\nif <down> then\n set [phasethrough v] to [4]\nend\nbroadcast (Scroll v) and wait\n\n\n\nif then\n\n\n\nif <<up> and <(framesMidair) > [5]>> then\n set [yspeed v] to [15]\n set [xspeed v] to [-18]\n if <<(xLengthWithinBounds) = [0]> and <(yLengthWithinBounds) = [0]>> then\n set [cancontrolplayer v] to [-5]\n end\n start sound [Tap Conga v]\nend\n\nwhen I receive [lose v]\ndelete this clone\n\nif <<up> and <(framesMidair) > [5]>> then\n set [yspeed v] to [20]\n set [xspeed v] to [-10]\n if <<(xLengthWithinBounds) = [0]> and <(yLengthWithinBounds) = [0]>> then\n set [cancontrolplayer v] to [-7]\n end\n start sound [Tap Conga v]\nend\n\nif <<up> and <(framesMidair) > [5]>> then\n set [yspeed v] to [20]\n set [xspeed v] to [10]\n if <<(xLengthWithinBounds) = [0]> and <(yLengthWithinBounds) = [0]>> then\n set [cancontrolplayer v] to [-7]\n end\n start sound [Tap Conga v]\nend\n\nwhen flag clicked\nforever\n if <<not <(xSpeed) = [0]>> and <(touchingFloor) = [1]>> then\n play sound (pick random (7) to (12)) until done\n end\nend\n\nwhen I receive [win v]\nset [xspeed v] to [0]\n\nwhen I receive [win v]\nchange [☁ wins v] by (1)\n\n@Characters\n\nwhen I receive [scroll v]\nif <(characterIsClone) = [1]> then\n switch costume to (costume2 v)\n go to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\n if <(characterHealth) = [0]> then\n switch costume to (join (characterColor) [Turn])\n change [ghost v] effect by (10)\n change [characterfade v] by (1)\n if <(characterFade) > [9]> then\n delete this clone\n end\n else\n if <<<(x position) > [-225]> and <(x position) < [225]>> and <<(y position) > [-155]> and <(y position) < [155]>>> then\n show\n switch costume to (hitbox v)\n change [characteryspeed v] by (-1)\n Y Collision\n if <<touching (water v)?> and <(characterStatus) = [enemy]>> then\n if <([y position v] of [player v]) > (y position)> then\n set [characteryspeed v] to [2]\n else\n if <(characterYSpeed) < [-6]> then\n set [characteryspeed v] to [-6]\n end\n end\n end\n if <([y position v] of [player v]) > ((y position) - (90))> then\n if <(x position) > ([x position v] of [player v])> then\n if <(direction) = [90]> then\n set [characterturning v] to [6]\n end\n point in direction (-90)\n else\n if <(direction) = [-90]> then\n set [characterturning v] to [6]\n end\n point in direction (90)\n end\n end\n if <<<<touching (player v)?> and <([abs v] of ((x position) - ([x position v] of [player v])) ) > [20]>> and <<(touchingFloor) = [1]> and <(characterStatus) = [friendly]>>> and <(cheatFriendlyFire) = [1]>> then\n if <(xSpeed) > [0]> then\n Slope and X Collision ((xSpeed) + (1))\n else\n if <(xSpeed) < [0]> then\n Slope and X Collision ((xSpeed) - (1))\n end\n end\n end\n if <<<([y position v] of [player v]) > ((y position) - (90))> and <([abs v] of ((x position) - ([x position v] of [player v])) ) > [20]>> and <<<(x position) > [-240]> and <(x position) < [240]>> and <<(characterStatus) = [enemy]> and <(characterTurning) = [0]>>>> then\n if <(x position) > ([x position v] of [player v])> then\n Slope and X Collision [-3]\n else\n Slope and X Collision [3]\n end\n end\n if <(jumpedOnAnimation) > [0]> then\n switch costume to (join (characterColor) [Jumped])\n if <(characterTurning) > [0]> then\n switch costume to (join (characterColor) [JumpedTurn])\n end\n change [jumpedonanimation v] by (-1)\n if <(jumpedOnAnimation) = [1]> then\n if <(characterHealth) = [0]> then\n end\n else\n if <(characterTurning) > [0]> then\n switch costume to (join (characterColor) [Turn])\n change [characterturning v] by (-1)\n else\n switch costume to (join (characterColor) [Forward])\n end\n end\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [100]> and <(jumpedOnAnimation) = [0]>> then\n if <([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> then\n if <(characterSpeechDelay) > [0]> then\n change [characterspeechdelay v] by (-1)\n else\n say (characterText)\n end\n end\n if <<<touching (player v)?> and <<(ySpeed) < [0]> and <([y position v] of [player v]) > (y position)>>> and <(jumpedOnAnimation) = [0]>> then\n set [yspeed v] to [18]\n set [playerinvincible v] to [5]\n if <(characterStatus) = [enemy]> then\n set [jumpedonanimation v] to [4]\n else\n set [jumpedonanimation v] to [8]\n end\n if <<(characterStatus) = [enemy]> or <<(characterStatus) = [friendly]> and <(cheatFriendlyFire) = [1]>>> then\n change [characterhealth v] by (-1)\n end\n set [characterspeechdelay v] to [20]\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n start sound [Boing v]\n if <(characterHealth) = [0]> then\n start sound [Magic Spell v]\n end\n end\n else\n say []\n end\n if <<<(jumpedOnAnimation) = [0]> and <(characterStatus) = [enemy]>> and <<touching (player v)?> and <(playerInvincible) = [0]>>> then\n set [playerinvincible v] to [10]\n start sound [Crunch v]\n if <(x position) > ([x position v] of [player v])> then\n set [xspeed v] to [-10]\n set [yspeed v] to [13]\n set [cancontrolplayer v] to [-5]\n else\n set [xspeed v] to [10]\n set [yspeed v] to [13]\n set [cancontrolplayer v] to [-5]\n end\n if <(cheatInvincibility) = [0]> then\n change [playerhealth v] by (-1)\n end\n if <not <(playerHealth) = [0]>> then\n set [redvignettelifetime v] to [10]\n end\n broadcast (updateHealth v) and wait\n end\n else\n switch costume to (join (characterColor) [Forward])\n end\n end\nend\n\nwhen I receive [loadplaceholder v]\nset [characterisclone v] to [0]\nCreate [4] at [100] [380] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [340] [380] with text [] from distance [] status [enemy] health [999] color [yellow]\nCreate [4] at [300] [710] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [300] [920] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [300] [1012] with text [] from distance [] status [enemy] health [999] color [yellow]\nCreate [4] at [75] [1200] with text [] from distance [] status [enemy] health [999] color [yellow]\nCreate [4] at [175] [1200] with text [] from distance [] status [enemy] health [999] color [yellow]\nCreate [4] at [175] [1470] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [300] [1470] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [300] [1550] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [-150] [1700] with text [] from distance [] status [enemy] health [999] color [green]\nCreate [4] at [0] [1760] with text [] from distance [] status [enemy] health [999] color [green]\n\ndefine Create (character) at (x) (y) with text (text) from distance (distance) status (status) health (health) color (color)\nset rotation style [left-right v]\nset [groundxpos v] to (x)\nset [characterypos v] to (y)\nset [charactertext v] to (text)\nset [characterturning v] to [0]\nset [characterspeechdelay v] to [0]\nset [characterstatus v] to (status)\nset [characterhealth v] to (health)\nset [charactercolor v] to (color)\nset [characterfade v] to [0]\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\nswitch costume to (join (characterColor) [Turn])\nset [characterisclone v] to [1]\n\nchange [groundxpos v] by (2)\ngo to x: ((groundXPos) - (xScroll)) y: (characterYPos)\nchange [groundxpos v] by (-2)\ngo to x: ((groundXPos) - (xScroll)) y: (characterYPos)\n\ndefine Slope and X Collision (speed)\nset [characterslope v] to [0]\nchange [groundxpos v] by (speed)\ngo to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\nrepeat until <<not <touching (platforms v)?>> or <(characterSlope) = [10]>>\n change [characterypos v] by (1)\n change [characterslope v] by (1)\n go to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\nend\nif <(characterSlope) = [10]> then\n change [groundxpos v] by (() - (speed))\n change [characterypos v] by (() - (characterSlope))\n go to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\nend\n\ndefine Y Collision\nchange [characterypos v] by (characterYSpeed)\ngo to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\nif <<touching (platforms v)?> or <touching (semisolid platforms v)?>> then\n if <(characterYSpeed) > [0]> then\n repeat until <not <<touching (platforms v)?> or <touching (semisolid platforms v)?>>>\n change [characterypos v] by (-1)\n go to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\n end\n else\n repeat until <not <<touching (platforms v)?> or <touching (semisolid platforms v)?>>>\n change [characterypos v] by (1)\n go to x: ((groundXPos) - (xScroll)) y: ((characterYPos) - (yScroll))\n end\n end\n set [characteryspeed v] to [0]\nend\n\nwhen I receive [pause v]\nsay []\n\nwhen flag clicked\nhide\n\nCreate [4] at [550] [71] with text [] from distance [] status [enemy] health [1] color [red]\nCreate [4] at [450] [-120] with text [] from distance [] status [enemy] health [1] color [red]\nCreate [4] at [500] [-120] with text [] from distance [] status [enemy] health [1] color [red]\nCreate [4] at [1500] [-120] with text [] from distance [] status [friendly] health [3] color [blue]\nCreate [4] at [1600] [-120] with text [] from distance [] status [friendly] health [2] color [yellow]\n\nCreate [4] at [1000] [-27] with text [] from distance [] status [enemy] health [2] color [red]\n\nwhen I receive [lose v]\ndelete this clone\n\nCreate [4] at [175] [71] with text [You can double jump in this game!] from distance [] status [friendly] health [2] color [green]\nCreate [4] at [-210] [-50] with text [Isn't the view nice?] from distance [] status [friendly] health [4] color [yellow]\nCreate [4] at [900] [-200] with text [] from distance [] status [enemy] health [2] color [red]\nCreate [4] at [2575] [270] with text [Nice! You made it up!] from distance [] status [friendly] health [2] color [yellow]\nCreate [4] at [2500] [0] with text [Have you tried jumping on top of trees?] from distance [] status [friendly] health [4] color [blue]\nCreate [4] at [2300] [0] with text [] from distance [] status [enemy] health [2] color [red]\nCreate [4] at [2400] [0] with text [] from distance [] status [enemy] health [2] color [red]\n\nhide\n\n@Coins\n\ndefine Create (costume) at (x) (y)\nset [groundxpos v] to (x)\nset [groundcostume v] to (costume)\nset [yposition v] to (y)\nset [coinfade v] to [0]\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [setup v]\nCreate [2] at [-115] [1870]\nCreate [3] at [-115] [1870]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (() - (yScroll))\nswitch costume to (groundCostume)\n\nCreate [2] at [0] [0]\nCreate [3] at [1] [0]\nCreate [4] at [2] [0]\nCreate [5] at [3] [0]\n\nwhen I receive [scroll v]\nif <(groundCostume) = [1]> then\n switch costume to (costume2 v)\n go to x: ((groundXPos) - (xScroll)) y: (((yPosition) + ((3) * ([cos v] of (((450) * (timer)) - ()) ))) - (yScroll))\n switch costume to (costume1 v)\n if <<touching (player v)?> and <(coinFade) = [0]>> then\n set [coinfade v] to [1]\n change [playercoins v] by (1)\n start sound [coin v]\n change [playerhealth v] by (1)\n if <(playerHealth) > [3]> then\n set [playerhealth v] to [3]\n else\n broadcast (updateHealth v) and wait\n end\n end\n if <(coinFade) > [0]> then\n change [coinfade v] by (1)\n change [yposition v] by (5)\n change [ghost v] effect by (10)\n if <(coinFade) > [9]> then\n delete this clone\n end\n end\nelse\n if <(groundCostume) = [3]> then\n set [ghost v] effect to (100)\n switch costume to (costume2 v)\n go to x: ((groundXPos) - (xScroll)) y: (((yPosition) + ((3) * ([cos v] of (((450) * (timer)) - ()) ))) - (yScroll))\n switch costume to (costume4 v)\n go to [front v] layer\n go [backward v] (19) layers\n else\n switch costume to (costume2 v)\n go to x: ((groundXPos) - (xScroll)) y: (((yPosition) + ((3) * ([cos v] of (((450) * (timer)) - ()) ))) - (yScroll))\n switch costume to (costume3 v)\n point in direction (90)\n set [ghost v] effect to (100)\n if <touching (player v)?> then\n set [paused v] to [1]\n broadcast (Win v)\n end\n end\nend\n\nwhen I receive [lose v]\ndelete this clone\n\nCreate [7] at [1] [0]\nCreate [8] at [2] [0]\n\nCreate [1] at [-1] [-175]\nCreate [1] at [2.1] [-230]\nCreate [1] at [1] [165]\nCreate [1] at [2.84] [0]\nCreate [1] at [0] [260]\nCreate [1] at [5.5] [300]\nCreate [1] at [4.4] [200]\n\nwhen I receive [lose v]\ndelete this clone\n\n@Platforms\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (((-20) + (groundYPos)) - (yScroll))\nswitch costume to (groundCostume)\nshow\n\ndefine Create (costume) at (x) (y)\nset [groundxpos v] to ((x) * (480))\nset [groundcostume v] to (costume)\nset [groundypos v] to (y)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [loadplaceholder v]\nCreate [6] at [0] [0]\nCreate [7] at [1] [0]\nCreate [8] at [0] [341]\nCreate [9] at [1] [341]\nCreate [8] at [0] [682]\nCreate [9] at [1] [682]\nCreate [8] at [0] [1023]\nCreate [9] at [1] [1023]\nCreate [8] at [0] [1364]\nCreate [9] at [1] [1364]\nCreate [8] at [0] [1706]\nCreate [9] at [1] [1705]\nCreate [8] at [0] [2047]\nCreate [9] at [1] [2047]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (() - (yScroll))\nswitch costume to (groundCostume)\nhide\n\nCreate [2] at [0] [0]\nCreate [3] at [1] [0]\nCreate [4] at [2] [0]\nCreate [5] at [3] [0]\n\nwhen I receive [lose v]\ndelete this clone\n\nwhen I receive [loadplaceholder v]\nCreate [10] at [0] [1525]\n\nCreate [8] at [2] [0]\nCreate [9] at [3] [0]\nCreate [10] at [4] [0]\nCreate [11] at [5] [0]\n\nCreate [7] at [1] [0]\n\n@Semisolid Platforms\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (((-20) + (semisolidY)) - (yScroll))\nswitch costume to (groundCostume)\n\ndefine Create (costume) at (x) (y)\nset [groundxpos v] to (x)\nset [groundcostume v] to (costume)\nset [semisolidy v] to (y)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [setup v]\nCreate [6] at [50] [0]\nCreate [7] at [50] [230]\nCreate [8] at [50] [460]\nCreate [9] at [50] [690]\nCreate [10] at [50] [920]\nCreate [11] at [50] [1150]\nCreate [12] at [50] [1380]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (() - (yScroll))\nswitch costume to (groundCostume)\n\nCreate [2] at [0] [0]\nCreate [3] at [1] [0]\nCreate [4] at [2] [0]\nCreate [5] at [3] [0]\n\nwhen I receive [lose v]\ndelete this clone\n\nCreate [7] at [1] [0]\nCreate [8] at [2] [0]\nCreate [9] at [3] [0]\nCreate [10] at [4] [0]\n\n@Water\n\nwhen I receive [setup v]\nset [ghost v] effect to (30)\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: (0) y: ((1507) - (yScroll))\nswitch costume to (costume1 v)\n\nwhen I receive [lose v]\ndelete this clone\n\n@Background\n\nwhen I receive [loadplaceholder v]\nhide\ncreate [2] at [100] [0]\ncreate [3] at [100] [230]\ncreate [4] at [100] [460]\ncreate [5] at [100] [690]\ncreate [6] at [100] [920]\ncreate [7] at [100] [1150]\ncreate [8] at [100] [1380]\ncreate [9] at [100] [1610]\ncreate [10] at [100] [1840]\n\nwhen I receive [scroll v]\nswitch costume to (1 v)\ngo to x: ((backgroundX) - (xScroll)) y: ((backgroundY) - (yScroll))\nswitch costume to (backgroundCostume)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [lose v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\ndefine create (costume) at (x) (y)\nset [backgroundx v] to (x)\nset [backgroundy v] to (y)\nset [backgroundcostume v] to (costume)\ncreate clone of (_myself_ v)\n\ncreate [bottom] at [100] [0]\n\n@Clouds\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: (() - ((xScroll) / (1.5))) y: ((750) - ((yScroll) / (1.5)))\nswitch costume to (groundCostume)\ngo to [back v] layer\n\ndefine Create (costume) at (x) (y)\nset [groundxpos v] to ((x) * (480))\nset [groundcostume v] to (costume)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [setup v]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (() - (yScroll))\nswitch costume to (groundCostume)\n\nwhen I receive [lose v]\ndelete this clone\n\n@Sprite3\n\nwhen I receive [scroll v]\nif <(redVignetteLifetime) > [0]> then\n change [redvignettelifetime v] by (-1)\n change [ghost v] effect by (-20)\nelse\n change [ghost v] effect by (20)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Health\n\nwhen flag clicked\nhide\n\nwhen I receive [updatehealth v]\nif <(cheatInvincibility) = [0]> then\n broadcast (deleteHealth v) and wait\n noScreenRefresh\nend\n\nwhen I receive [deletehealth v]\nif <(cheatInvincibility) = [0]> then\n delete this clone\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(heartIsClone) = [1]> then\n set y to ((-140) + ((2) * ([cos v] of (((450) * (timer)) - (x position)) )))\n go to [front v] layer\nelse\n switch costume to (costume4 v)\n go to x: (0) y: (-140)\nend\n\ndefine noScreenRefresh\nhide\nswitch costume to (costume2 v)\ngo to x: (-200) y: (140)\nset [heartisclone v] to [1]\nrepeat (playerHealth)\n create clone of (_myself_ v)\n change x by (50)\nend\nset [heartisclone v] to [0]\nswitch costume to (costume4 v)\ngo to [front v] layer\n\nwhen I receive [scroll v]\nif <(heartIsClone) = [1]> then\n set y to ((-140) + ((2) * ([cos v] of (((450) * (timer)) - (x position)) )))\n go to [front v] layer\nelse\n switch costume to (costume4 v)\n go to x: (0) y: (-140)\nend\nshow\n\nshow\n\n@Buttons\n\nwhen this sprite clicked\nif <(extrasCloneID) = [1]> then\n if <(cheatInvincibility) = [1]> then\n clear graphic effects\n set [cheatinvincibility v] to [0]\n else\n set [brightness v] effect to (20)\n set [cheatinvincibility v] to [1]\n end\nelse\n if <(extrasCloneID) = [2]> then\n if <(cheatFriendlyFire) = [1]> then\n clear graphic effects\n set [cheatfriendlyfire v] to [0]\n else\n set [brightness v] effect to (20)\n set [cheatfriendlyfire v] to [1]\n end\n else\n if <(extrasCloneID) = [3]> then\n if <(cheatFlight) = [1]> then\n clear graphic effects\n set [cheatflight v] to [0]\n set [availablejumps v] to [0]\n else\n set [brightness v] effect to (20)\n set [cheatflight v] to [1]\n end\n else\n if <(extrasCloneID) = [4]> then\n set [showanalogstick v] to [-5]\n broadcast (exitMenu v) and wait\n else\n if <<(extrasCloneID) = [extra]> and <(paused) = [0]>> then\n set [paused v] to [1]\n generateMenu\n broadcast (pause v) and wait\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [extrascloneid v] to [extra]\nset [cheatinvincibility v] to [0]\nset [cheatfriendlyfire v] to [0]\nset [cheatflight v] to [0]\nswitch costume to (extras v)\ngo to x: (180) y: (-140)\n\ndefine generateMenu\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (65)\nset [extrascloneid v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change y by (-75)\n change [extrascloneid v] by (1)\nend\nset [extrascloneid v] to [extra]\ngo to x: (180) y: (-140)\nswitch costume to (extras v)\nshow\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [pause v]\nclear graphic effects\nif <(extrasCloneID) = [1]> then\n if <(cheatInvincibility) = [1]> then\n set [brightness v] effect to (20)\n end\nelse\n if <(extrasCloneID) = [2]> then\n if <(cheatFriendlyFire) = [1]> then\n set [brightness v] effect to (20)\n end\n else\n if <(extrasCloneID) = [3]> then\n if <(cheatFlight) = [1]> then\n set [brightness v] effect to (20)\n end\n end\n end\nend\n\nwhen I receive [exitmenu v]\nset [paused v] to [0]\ndelete this clone\n\n@Analog Stick by AzureLightning\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (origin2 v)\nset [analog is clone v] to [1]\n\nwhen I receive [scroll v]\nif <(showAnalogStick) < [0]> then\n set [candraw v] to [0]\n change [showanalogstick v] by (1)\nend\nif <(canDraw) = [1]> then\n if <(analog is clone) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n go to [front v] layer\n show\n end\nelse\n hide\nend\n\nerase all\n\ngo to [front v] layer\n\nwhen flag clicked\nset [analog to x input v] to [0]\nhide\nswitch costume to (stick2 v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nbroadcast (setup v) and wait\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\nend\n\nchange [slingxorigin v] by (1)\n\n\n\nwhen flag clicked\nhide\n\nset [candraw v] to [1]\n\n@Sprite1\n\nwhen I receive [start v]\nset [paused v] to [1]\ngo to [front v] layer\nswitch costume to (blank v)\nclear graphic effects\nshow\nset [showanalogstick v] to [-5]\nswitch costume to (blank v)\nwait until <<key (space v) pressed?> or <(canStart) = [1]>>\nset [paused v] to [0]\n\nwhen flag clicked\nset [canstart v] to [0]\nbroadcast (start v)\n\nwhen I receive [scroll v]\nchange [ghost v] effect by (10)\n\nwhen I receive [lose v]\nset [ghost v] effect to (100)\nswitch costume to (blank v)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [lose v]\ndelete this clone\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nset [brightness v] effect to (100)\nset [brightness v] effect to (0)\ngo to [front v] layer\nswitch costume to (the end v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen this sprite clicked\nset [canstart v] to [1]\n\nwhen I receive [setup v]\nclear graphic effects\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [scroll v]\ngo to [front v] layer\n\n@Dark\n\nwhen I receive [pause v]\nshow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I receive [exitmenu v]\nhide\ngo to [front v] layer\ngo [backward v] (4) layers\n\n@Buttons2\n\nwhen flag clicked\ngo to x: (65) y: (138)\n\ndefine generateMenu\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (65)\nset [extrascloneid v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change y by (-75)\n change [extrascloneid v] by (1)\nend\nset [extrascloneid v] to [extra]\ngo to x: (180) y: (138)\nswitch costume to (extras v)\nshow\n\nwhen I receive [scroll v]\nswitch costume to ((playerCoins) + (1))\n\n@Backup of Background\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: (((groundXPos) * (480)) - ((xScroll) / (7))) y: (() - (yScroll))\nswitch costume to (costume1 v)\nif <(x position) > [480]> then\n change [groundxpos v] by (-2)\nelse\n if <(x position) < [-480]> then\n change [groundxpos v] by (2)\n end\nend\n\nwhen I receive [setup v]\n\ngo to [back v] layer\nshow\nset [groundxpos v] to [0]\ncreate clone of (_myself_ v)\nset [groundxpos v] to [1]\ncreate clone of (_myself_ v)\nhide\n\n@Backup of Health\n\nwhen I receive [updatehealth v]\n\nbroadcast (deleteHealth v) and wait\ngo to x: (-200) y: (140)\nnoScreenRefresh\n\nwhen I receive [deletehealth v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\ndefine noScreenRefresh\nrepeat (playerHealth)\n create clone of (_myself_ v)\n change x by (50)\nend\n\nwhen I receive [scroll v]\nset y to ((140) + ((2) * ([cos v] of (((450) * (timer)) - (x position)) )))\n\n@Sprite2\n\n@Trees \n\ndefine Create (costume) at (x) (y)\nset [groundxpos v] to ((x) * (480))\nset [groundcostume v] to (costume)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (() - (yScroll))\nswitch costume to (groundCostume)\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: ((-20) - (yScroll))\nswitch costume to (costume1 v)\n\nwhen I receive [setup v]\nCreate [2] at [0] [100]\nCreate [3] at [4] [100]\n\nwhen I receive [lose v]\ndelete this clone\n\n@vignette\n\nwhen flag clicked\nset [ghost v] effect to (25)\ngo to [front v] layer\n\nwhen I receive [scroll v]\ngo to [front v] layer\ngo [backward v] (12) layers\n\n@Clouds2\n\nwhen I receive [scroll v]\nswitch costume to (costume2 v)\ngo to x: ((19) - ((xScroll) / (1.5))) y: (((1299) + ((3) * ([cos v] of ((150) * (timer)) ))) - ((yScroll) / (1.5)))\nswitch costume to (costume10 v)\ngo to [back v] layer\n\ndefine Create (costume) at (x) (y)\nset [groundxpos v] to ((x) * (480))\nset [groundcostume v] to (costume)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [setup v]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: ((groundXPos) - (xScroll)) y: (() - (yScroll))\nswitch costume to (groundCostume)\n\nwhen I receive [lose v]\ndelete this clone\n\n | You wake up in a city building, but there's something wrong...\n\n- WASD, arrow keys, or touchscreen.\n- Press down to fall through platforms.\n- You can't kill enemies, you can only jump on them!\n- Climb objects to get to the top floor. |
Friends || A 2 player platformer :) | @Stage\n\nwhen flag clicked\nforever\n play sound [Sunlight v] until done\nend\n\n@Player1\n\ndefine Gravity Save\nif <touching (levels v)?> then\n repeat (6)\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(P1 - Y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(P1 - X) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [level up v]\nswitch costume to (player-right v)\ngo to x: (-200) y: (0)\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [game on v]\nshow\nswitch costume to (player-right v)\ngo to x: (-205) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n show\n change [p1 - y v] by (-1)\n if <key (right arrow v) pressed?> then\n switch costume to (player-right v)\n change [p1 - x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player-left v)\n change [p1 - x v] by (-1)\n end\n set [p1 - x v] to ((P1 - X) * (0.9))\n change x by (P1 - X)\n if <touching (levels v)?> then\n Gravity Save\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <key (up arrow v) pressed?> then\n ycoll\n set [p1 - y v] to [12]\n if <([abs v] of (P1 - X) ) = (P1 - X)> then\n set [p1 - x v] to [-8]\n else\n set [p1 - x v] to [8]\n end\n else\n set [p1 - x v] to [0]\n end\n end\n end\n change y by (P1 - Y)\n if <touching (levels v)?> then\n ycoll\n if <<key (up arrow v) pressed?> and <(P1 - Y) < [0]>> then\n set [p1 - y v] to [14]\n else\n set [p1 - y v] to [0]\n end\n end\n if <<touching (danger v)?> or <[-176] > (y position)>> then\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n repeat (10)\n change size by (8)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n clear graphic effects\n set size to (100) %\n go to x: (-200) y: (0)\n end\n if <(x position) > [235]> then\n broadcast (Level Up v)\n go to x: (-200) y: (0)\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [retry v]\ngo to x: (-200) y: (0)\n\n@Player2\n\ndefine Gravity Save\nif <touching (levels v)?> then\n repeat (6)\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(P2 - Y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(P2 - X) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [level up v]\nswitch costume to (player-right v)\ngo to x: (-205) y: (0)\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [game on v]\nshow\nswitch costume to (player-right v)\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n change [p2 - y v] by (-1)\n if <key (d v) pressed?> then\n switch costume to (player-right v)\n change [p2 - x v] by (1)\n end\n if <key (a v) pressed?> then\n switch costume to (player-left v)\n change [p2 - x v] by (-1)\n end\n set [p2 - x v] to ((P2 - X) * (0.9))\n change x by (P2 - X)\n if <touching (levels v)?> then\n Gravity Save\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <key (w v) pressed?> then\n ycoll\n set [p2 - y v] to [12]\n if <([abs v] of (P2 - X) ) = (P2 - X)> then\n set [p2 - x v] to [-8]\n else\n set [p2 - x v] to [8]\n end\n else\n set [p2 - x v] to [0]\n end\n end\n end\n change y by (P2 - Y)\n if <touching (levels v)?> then\n ycoll\n if <<key (w v) pressed?> and <(P2 - Y) < [0]>> then\n set [p2 - y v] to [14]\n else\n set [p2 - y v] to [0]\n end\n end\n if <<touching (danger v)?> or <[-176] > (y position)>> then\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n repeat (10)\n change size by (8)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n clear graphic effects\n set size to (100) %\n go to x: (-200) y: (0)\n go to x: (-205) y: (0)\n end\n if <(x position) > [235]> then\n broadcast (Level Up v)\n go to x: (-205) y: (0)\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [retry v]\ngo to x: (-200) y: (0)\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [level up v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [game on v]\nshow\ngo to x: (-26) y: (-59)\nswitch costume to (costume1 v)\nset size to (100) %\n\n@Danger\n\nwhen flag clicked\ngo to x: (-26) y: (-59)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\n\nwhen I receive [level up v]\nnext costume\nif <(costume [number v]) = [9]> then\n repeat until <not <(costume [number v]) = [9]>>\n go to x: (-13) y: (-93)\n turn right (3) degrees\n end\nelse\n go to x: (-26) y: (-59)\n point in direction (90)\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@Thumbnail\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (7) y: (405)\ngo [forward v] (345678) layers\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\npoint in direction (90)\ngo to [front v] layer\nshow\nrepeat (35)\n change y by (-10)\nend\ngo to x: (7) y: (31)\nset size to (80) %\nwait (1) seconds\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (20)) + (90))\nend\n\nwhen [t v] key pressed\nbroadcast (Thumbnail v)\n\nwhen I receive [thumbnail v]\nif <(username) = [deeBoi]> then\n forever\n go to [front v] layer\n point in direction (94)\n go to x: (7) y: (31)\n show\n set size to (100) %\n end\nend\n\n@Youtube play button\n\nwhen flag clicked\nswitch costume to (youtube play button v)\nset size to (100) %\nshow\ngo to x: (30) y: (-116)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n set size to (110) %\n play sound [Wood Tap v] until done\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Game On v)\nhide\n\n@Decoy\n\nwhen flag clicked\ngo to x: (15) y: (92)\npoint in direction (90)\ngo to [back v] layer\nshow\nset size to (60) %\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [no settings v]\nshow\n\n@How to play\n\nwhen flag clicked\nswitch costume to (question mark button v)\nset size to (100) %\nshow\ngo to x: (-126) y: (-126)\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n set [ghost v] effect to (40)\n set size to (110) %\n play sound [Wood Tap v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Yes how to play v)\nnext costume\ngo [backward v] (1) layers\nrepeat until <not <(costume [number v]) = [2]>>\n set [ghost v] effect to (0)\n set size to (100) %\nend\nbroadcast (No how to play v)\n\nwhen I receive [game on v]\nhide\n\n@Settings\n\nwhen flag clicked\nbroadcast (No settings v)\nswitch costume to (settings v)\nset size to (100) %\nshow\ngo to x: (174) y: (-116)\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n set [ghost v] effect to (40)\n set size to (110) %\n play sound [Wood Tap v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Settings v)\nnext costume\ngo [backward v] (1) layers\nrepeat until <not <(costume [number v]) = [2]>>\n set size to (100) %\n set [ghost v] effect to (0)\nend\nbroadcast (Settings v)\n\nwhen I receive [game on v]\nhide\n\n@Skip mode\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\nhide\nforever\n if <(costume [number v]) = [1]> then\n set [skip mode: v] to [✅]\n else\n set [skip mode: v] to [❌]\n end\nend\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [no settings v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [yes how to play v]\nhide\n\n@Skip button\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [game on v]\nif <(Skip Mode:) = [✅]> then\n show\nelse\n hide\nend\n\nwhen this sprite clicked\nbroadcast (Level Up v)\n\n@Reset mode\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\nhide\nforever\n if <(costume [number v]) = [1]> then\n set [reset mode: v] to [✅]\n else\n set [reset mode: v] to [❌]\n end\nend\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [no settings v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [yes how to play v]\nhide\n\n@Reset button\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [game on v]\nif <(Reset Mode:) = [✅]> then\n show\nelse\n hide\nend\n\nwhen this sprite clicked\nbroadcast (Retry v)\n\n | Friends || A 2 player platformer :)\n by @deeBoi\n---------------------------------------------------------------\nMovement:\nUse the arrow keys to move the black player.\nUse the WASD keys to move the red player.\n3RD PLAYER DELETED CUZ OF LAG AND BUGS\n\nObstacles:\n-Spikes\n-Lava\n\nHow to pass:\nGo to the right edge of the screen.\n\nHave Fun!!!\n\nLove, fave, and follow at @deeBoi!!!!!!!!!!!!!!!!!!!!!! |
Sea - A platformer game -(スマホ対応) | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [kuuhaku to seizyaku v] until done\nend\n\n@Sea\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\npoint in direction (90)\ncreate clone of (_myself_ v)\nset [i v] to [90]\nforever\n change [i v] by (5)\n change y by (([sin v] of (i) ) / (2))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\ngo to [back v] layer\nwait (0.5) seconds\nset [i v] to [0]\nforever\n change [i v] by (6)\n change y by (([sin v] of (i) ) / (2))\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I start as a clone\nforever\n switch costume to (Level)\nend\n\n@ステージ\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (200) %\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: (200)\n動作\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) = [10]>>> then\n Next >>\n end\n if <(restart) = [1]> then\n go to x: (-200) y: ((<(Level) = [9]> * (-320)) + (200))\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]\ngo to x: (-200) y: ((<(Level) = [9]> * (-320)) + (200))\npoint in direction (90)\n\ndefine 動作\nforever\n change [yの力 v] by (-1)\n if <touching (sea v)?> then\n set [yの力 v] to ((yの力) * (0.7))\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<<(mouse x) > (x position)> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n change [xの力 v] by (0.9)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<<(x position) > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n change [xの力 v] by (-0.9)\n point in direction (-90)\n end\n set [xの力 v] to ((xの力) * (0.88))\n change x by (xの力)\n if <touching (ステージ v)?> 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) > (y position)> or <(mouse y) > [140]>> and <mouse down?>>> then\n set [yの力 v] to [11]\n if <(xの力) > [0]> then\n set [xの力 v] to [-5]\n else\n set [xの力 v] to [5]\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) > (y position)> or <(mouse y) > [140]>> and <mouse down?>>>> then\n set [yの力 v] to [13]\n end\n if <<touching (sea v)?> and <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<<(mouse y) > (y position)> or <(mouse y) > [140]>> and <mouse down?>>>> then\n change [yの力 v] by (3)\n end\n change y by (1)\n if <<(y position) < [-180]> or <<touching (海底火山 v)?> or <touching (とがった岩 v)?>>> then\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n go to x: (-200) y: ((<(Level) = [9]> * (-320)) + (200))\n point in direction (90)\n end\n if <touching (気泡 v)?> then\n change [yの力 v] by ((0.7) + (<(yの力) < [6]> * (1.8)))\n end\nend\n\n@気泡\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [i v] to [0]\nset [ghost v] effect to (100)\npoint in direction (90)\nforever\n if <not <(item (Level) of [数リスト v]) = []>> then\n set [my_level v] to (Level)\n set [j v] to (i)\n repeat until <(item (Level) of [数リスト v]) = []>\n クローン\n wait (0.06) seconds\n end\n end\nend\n\ndefine クローン\nset [i v] to (j)\nrepeat (item (Level) of [数リスト v])\n change [i v] by (1)\n go to x: (pick random (item (i) of [位置リスト v]) to (item (i) of [位置リスト2 v])) y: (item (i) of [yリスト v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (<(pick random (1) to (5)) = [1]> + (1))\nset size to (pick random (10) to (15)) %\ngo to [back v] layer\ngo [forward v] (1) layers\nclear graphic effects\nshow\nrepeat (item (i) of [距離リスト v])\n change y by (3)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = (My_level)>> then\n delete this clone\n end\nend\n\n@海底火山\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@とがった岩\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@ボタン\n\nwhen this sprite clicked\nset [restart v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n else\n show\n end\nend\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 |
Desert ~ a mobile scrolling platformer | @Stage\n\nwhen I receive [fade to night v]\nrepeat (500)\n change [brightness v] effect by (-0.2)\nend\n\nwhen I receive [fade to day v]\nrepeat (500)\n change [brightness v] effect by (0.2)\nend\n\nwhen I receive [intro end v]\nforever\n play sound [Vexento - Spark v] until done\nend\n\n@player\n\ndefine blink\nset [blinking? v] to [1]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume1 v)\nelse\n switch costume to (costume9 v)\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume2 v)\nend\nset [blinking? v] to [0]\n\ndefine 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]\n point in direction (90)\nend\n\ndefine walk (costume) (speed)\nif <(blinking?) = [0]> then\n switch costume to (costume)\nend\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\ndefine scroll text (\[text\])\nset [scroll txt output v] to []\nset [letter count scroll txt v] to [1]\nrepeat (length of (\[text\]))\n set [scroll txt output v] to (join (scroll txt output) (letter (letter count scroll txt) of (\[text\])))\n change [letter count scroll txt v] by (1)\n say (scroll txt output) for (0.05) seconds\nend\nsay (scroll txt output) for (0.95) seconds\n\nwhen I receive [intro end v]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nforever\n if <<<touching (dangerous stuff v)?> or <key (r v) pressed?>> or <(y position) < [-180]>> then\n go to x: (0) y: (180)\n broadcast (level_reset v)\n end\n if <touching (bouce pads v)?> then\n set [speed y v] to [18]\n end\n if <<touching (level end v)?> and <not <(level) = [7]>>> then\n glide (0.5) secs to (level end v)\n repeat (20)\n go to (level end v)\n turn right (15) degrees\n change [ghost v] effect by (5)\n change size by (-5)\n end\n set [speed y v] to [0]\n go to x: (0) y: (180)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n broadcast (levelup v)\n broadcast (level_reset v)\n end\nend\n\nwhen I receive [intro end v]\ngo to x: (0) y: (180)\nset rotation style [all around v]\nset [ground move x v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [ground move x v] to [-8]\n walk [1] [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 set [ground move x v] to [8]\n walk [2] [-8]\n end\nend\n\nwhen I receive [intro end v]\ngo to [front v] layer\nwait (1) seconds\nscroll text (join (join [Hi ] (username)) [!])\nscroll text [Today we are exploring the desert]\n\nwhen I receive [intro end v]\nforever\n if <not <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n set [ground move x v] to [0]\n end\nend\n\nwhen I receive [intro end v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n walk [1] [-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 walk [2] [8]\n end\nend\n\nwhen I receive [intro end v]\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n if <(costume [number v]) = [1]> then\n turn right (15) degrees\n else\n turn left (15) degrees\n end\n ground <(speed y) > [0]>\nend\n\nwhen I receive [intro end v]\nshow\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [player dir v] to (direction)\nend\n\nwhen I receive [intro end v]\nset [blinking? v] to [0]\nforever\n wait (pick random (1) to (6)) seconds\n blink\nend\n\n@ground\n\nwhen I receive [level_reset v]\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n change x by (ground move x)\nend\n\nwhen I receive [intro end v]\nforever\n set [ground x v] to (x position)\n set [level v] to (costume [number v])\nend\n\n@dangerous stuff\n\nwhen I receive [level_reset v]\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n change x by (ground move x)\nend\n\n@bouce pads\n\nwhen I receive [level_reset v]\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n change x by (ground move x)\nend\n\n@level end\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n set [lvl end postition x v] to [570]\n set [lvl end y v] to [-90]\n end\n if <(level) = [2]> then\n set [lvl end postition x v] to [888]\n set [lvl end y v] to [-56]\n end\n if <(level) = [3]> then\n set [lvl end postition x v] to [472]\n set [lvl end y v] to [33]\n end\n if <(level) = [4]> then\n set [lvl end postition x v] to [480]\n set [lvl end y v] to [25]\n end\n if <(level) = [5]> then\n set [lvl end postition x v] to [480]\n set [lvl end y v] to [25]\n end\n if <(level) = [6]> then\n set [lvl end postition x v] to [916]\n set [lvl end y v] to [-33]\n end\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [intro end v]\nforever\n go to x: ((ground x) + (lvl end postition x)) y: (lvl end y)\nend\n\n@clouds\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (10)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (0) to (180))\n repeat until <(x position) < [-250]>\n change x by (-2)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (0) to (180))\n repeat until <(x position) > [250]>\n change x by (2)\n end\n delete this clone\nend\n\nwhen I receive [intro end v]\nhide\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (7)) seconds\nend\n\n@mirages\n\nwhen I receive [level_reset v]\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (90)\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [2]> then\n repeat (10)\n move (1) steps\n end\n repeat (10)\n move (-1) steps\n end\n delete this clone\nelse\n repeat (10)\n move (-1) steps\n end\n repeat (10)\n move (1) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nset rotation style [don't rotate v]\nturn left (pick random (0) to (360)) degrees\nforever\n change x by (ground move x)\nend\n\nwhen I receive [fade to night v]\nrepeat (500)\n change [ghost v] effect by (0.02)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [fade to day v]\nrepeat (500)\n change [ghost v] effect by (-0.02)\nend\nset [ghost v] effect to (90)\n\nwhen I receive [intro end v]\nforever\n change x by (ground move x)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\n@text\n\nwhen I receive [level_reset v]\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n change x by (ground move x)\nend\n\n@sun\n\nwhen flag clicked\nforever\n change x by ((ground move x) / (10))\nend\n\nwhen I receive [levelup v]\nset x to (0)\n\nwhen I receive [level_reset v]\nset x to (0)\n\nwhen flag clicked\ngo to x: (0) y: (250)\nforever\n repeat until <(y position) < [-70]>\n go to [back v] layer\n change y by (-0.3)\n end\n broadcast (fade to night v)\n repeat (500)\n go to [back v] layer\n change y by (-0.3)\n change [color v] effect by (-0.1)\n end\n broadcast (fade to day v)\n repeat (500)\n go to [back v] layer\n change y by (0.3)\n change [color v] effect by (0.1)\n end\n repeat until <(y position) > [200]>\n go to [back v] layer\n change y by (0.3)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume14 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (1) seconds\ngo to [front v] layer\nrepeat (13)\n switch costume to ((costume [number v]) - (1))\n wait (0.03) seconds\nend\nrepeat (13)\n next costume\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\nrepeat (13)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nrepeat (20)\n create clone of (_myself_ v)\n change [ghost v] effect by (5)\n change size by (-4)\n change x by (-3)\n change y by (-3)\n wait (0.02) seconds\nend\nwait (1) seconds\nset size to (100) %\nclear graphic effects\nswitch costume to (costume14 v)\ngo to x: (0) y: (0)\nrepeat (13)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nrepeat (5)\n change size by (10)\nend\nrepeat (10)\n change size by (-5)\nend\nswitch costume to (costume15 v)\nrepeat until <(costume [number v]) = [20]>\n next costume\nend\nrepeat until <(costume [number v]) = [30]>\n next costume\n wait (0.02) seconds\nend\nwait (0.5) seconds\nbroadcast (intro end v)\nrepeat (50)\n change [ghost v] effect by (5)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [intro end v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset volume to (0) %\nstart sound [Amadeus - Legendary2 v]\nrepeat (10)\n change volume by (10)\n wait (0.05) seconds\nend\nset volume to (100) %\n\npoint in direction (90)\nrepeat (80)\n point in direction ((([tan v] of ((timer) * (100)) ) * (8)) + (90))\nend\npoint in direction (90)\n\n@Sprite2\n\nwhen flag clicked\nhide\nswitch costume to (costume9 v)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n wait (0.06) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <not <(costume [number v]) = [1]>> then\n repeat (2)\n set size to (0) %\n repeat (10)\n change size by (10)\n end\n set size to (100) %\n wait (4) seconds\n repeat (10)\n change size by (-10)\n end\n end\n delete this clone\nend\nset size to (100) %\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n | >>> check out my other projects too! <<<\nCurated! Tysm @tornadoyay1!\n\nAs usual, love, fave and follow if you enjoyed! ʕ •ᴥ•ʔ\n\nInstructions:\n-Arrow keys, WASD or mobile controls to move\n-Watch out for cacti\n-Yellow bounce pads are bouncy\n-Get to the portal to end the level\n-Sometimes there will be mirages, but they disappear in the night\n\nCHALLENGE: try and complete the game before the sun sets! :P\n\n<<< CREDITS >>>\nThanks to:\n@griffpatch for a platformer script which i adapted to make a scrolling platformer\n@corpcooga for the clouds\nVexento and Amadeus for the music\nMe @portishead7 for everything else\n\nAll levels are 100% possible on both computer and mobile as tested by me\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags:\n#games #games #games\n#scrolling #platformer #mobile #desert #cactus #portishead7 #games #games #games #all\n#scrolling #platformer #mobile #desert #cactus #portishead7 #games #games #games #all\n#scrolling #platformer #mobile #desert #cactus #portishead7 #games #games #games #all\n#scrolling #platformer #mobile #desert #cactus #portishead7 #games #games #games #all\n#scrolling #platformer #mobile #desert #cactus #portishead7 #games #games #games #all\n#scrolling #platformer #mobile \n\n\n\n\n\n\n\n\n\n\n\nʕ •ᴥ•ʔ |
Cave Escape | A Platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [tobu candyland.mp3 v] until done\nend\n\n@Ground\n\nwhen [s v] key pressed\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\n\nwhen I receive [message1 v]\n\nwhen [space v] key pressed\nset [my variable v] to (join (mouse x) (mouse y))\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 flag clicked\nforever\n switch backdrop to (night v)\n wait until <(costume [number v]) = [3]>\n switch backdrop to (dark v)\n wait until <(costume [number v]) = [8]>\nend\n\n@Player\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nif <not <([costume # v] of [ground v]) = [6]>> then\n go to x: (-220) y: (-30)\n point in direction (90)\nelse\n go to x: (8) y: (-139)\n point in direction (90)\nend\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\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)?>>>> or <touching (strings 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\ndefine Move\ngo to [front v] layer\n\nwhen I receive [message1 v]\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n Move\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n 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@Art\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (20)\nforever\n switch costume to ([costume # v] of [ground v])\n go to [front v] layer\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Strings\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nwait until <([costume # v] of [ground v]) = [5]>\nshow\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\nrepeat until <not <([costume # v] of [ground v]) = [5]>>\n glide (1) secs to x: (0) y: (-350)\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nrepeat until <not <([costume # v] of [ground v]) = [5]>>\n glide (1) secs to x: (0) y: (350)\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\nend\ndelete this clone\n\nwhen flag clicked\nwait until <([costume # v] of [ground v]) = [5]>\nwait until <not <([costume # v] of [ground v]) = [5]>>\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nwait until <not <([costume # v] of [ground v]) = [5]>>\ndelete this clone\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [5]> then\n show\n else\n hide\n end\nend\n\n@Bounce\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [6]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n reset timer\n go to [front v] layer\n show\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\n | This is really old so dont judge me over this |
The Darkness - A Platformer | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n play sound [Mooosic v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [yv v] to [0]\nset size to (100) %\nset [xv v] to [0]\ngo to x: (-223) y: (29)\nforever\n if <(size) = [100]> then\n Platform [15] [-1] [0.8] [3]\n else\n Platform [10] [-1] [0.8] [3]\n end\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n respawn\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\n create clone of (_myself_ v)\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xv v] by ((running speed) * (-1))\nend\nset [xv v] to ((Xv) * (friction))\nchange x by (Xv)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Yv) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Yv) ) / (Yv)) * (-1))\n end\n end\n if <<(([abs v] of (Yv) ) / (Yv)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\nswitch costume to (idle v)\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (Walk)\nend\nif <(Yv) > [2]> then\n switch costume to (jump v)\nend\nif <[-4] > (Yv)> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nset [reset countdown? v] to [false]\nbroadcast (Countdown? v)\ngo to x: (-223) y: (29)\nclear graphic effects\nset size to (100) %\nswitch costume to (idle v)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.1) seconds\nend\n\ndefine respawn\nswitch costume to (idle v)\nset [reset countdown? v] to [true]\nbroadcast (Countdown? v)\nclear graphic effects\nset size to (100) %\nswitch costume to (idle v)\nset [yv v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (100)\nend\ngo to x: (-223) y: (29)\nclear graphic effects\nset size to (100) %\n\ndefine Level Complete\nset [reset countdown? v] to [true]\nbroadcast (Countdown? v)\ngo to x: (-223) y: (29)\nclear graphic effects\nset size to (100) %\nswitch costume to (idle v)\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nforever\n if <<<not <(Level) = [12]>> and <key (s v) pressed?>> or <touching (flag v)?>> then\n Level Complete\n change [level v] by (1)\n wait (2) seconds\n end\n if <key (r v) pressed?> then\n set [reset countdown? v] to [true]\n broadcast (Countdown? v)\n go to x: (-223) y: (29)\n clear graphic effects\n set size to (100) %\n switch costume to (idle v)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen I start as a clone\nrepeat (3)\n change [ghost v] effect by (33)\nend\ndelete this clone\n\nwhen I receive [mini v]\nset size to (50) %\nwait (10) seconds\nset size to (100) %\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n switch costume to (Level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nswitch costume to (flag v)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (233) y: (-63)\n end\n if <(Level) = [2]> then\n go to x: (232) y: (2)\n end\n if <(Level) = [3]> then\n go to x: (232) y: (2)\n end\n if <(Level) = [4]> then\n go to x: (232) y: (2)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\n@Darkness + TM\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (darkness v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [countdown? v]\nset [ghost v] effect to (100)\nset [reset countdown? v] to [false]\nrepeat (100)\n wait (0.1) seconds\n if <(Reset Countdown?) = [true]> then\n stop [this script v]\n end\nend\nrepeat (33)\n change [ghost v] effect by (-3)\nend\n\nswitch costume to (tm v)\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Mini \n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n broadcast (Mini v)\n end\nend\n\nwhen flag clicked\nforever\n start sound [pop v]\nend\n\n | - Arrow Keys To Move (Or WASD)\n- Trampolines Boost You In The Air\n- The Gray Station Makes You Smaller\n- Get To The Flag To Win\n-Can We Get Top Loved?!??!?!\n- Wow It Was Hard To Make!\n- R to Reset\n-S to Skip(even though it is quite easy) |
Platformer Builder V1.0 - A #Games | @Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nerase all\nswitch backdrop to (thumbnail v)\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@Player\n\ndefine Run block\nRun Engine\n\ndefine Run Engine\n\nwhen I receive [startgame v]\ngo to x: (-206) y: (20)\nset [y spawn v] to [20]\nset [x spawn v] to [-208]\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]\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nshow\n\nif <(x position) > [233]> then\nend\n\ngo to x: (X Spawn) y: (Y Spawn)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [startgame v]\nforever\n Run block\nend\n\nwhen I receive [startgame v]\ngo to x: (-206) y: (20)\n\nwhen I receive [startgame v]\nforever\n if <(Yes/No) = [Yes]> then\n change [y v] by (-0.5)\n if <<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)\n end\n if <<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)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground hitbox v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [startgame v]\nset y to (-206)\n\nwhen flag clicked\nforever\n if <<touching (groundxchange v)?> or <touching (groundhit v)?>> then\n set y to (-206)\n end\nend\n\nwhen flag clicked\nadd [-206] to [xposition v]\n\nwhen flag clicked\nset [yes/no v] to [No]\n\nwhen I receive [startgame v]\nset [yes/no v] to [Yes]\n\nwhen I receive [startgame v]\ngo to x: (X Spawn) y: (Y Spawn)\n\ngo to x: (-206) y: (-218)\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (You Win v)\n end\nend\n\nwhen I receive [you win v]\nstop [this script v]\n\n@Play Button\n\nchange size by (((105) - (size)) / (2))\n\nchange size by (((100) - (size)) / (2))\n\nbroadcast (play v)\n\nwhen flag clicked\nshow\n\nwhen I receive [startgame v]\nhide\nstop [this script v]\n\nwhen this sprite clicked\nbroadcast (StartGame v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(Brightness) = [5]>\n change [brightness v] by (1)\n end\n else\n set [brightness v] effect to (Brightness)\n end\n if <mouse down?> then\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nchange [brightness v] effect by (5)\n\nwhen flag clicked\nset [brightness v] to [0]\n\n@Ground HitBox\n\ndefine Snap To Grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen [space v] key pressed\nset [costume v] to ((Costume) + (1))\nswitch costume to (5 v)\n\nwhen this sprite clicked\n\nwhen flag clicked\nerase all\nrepeat until <(On/Off) = [Off]>\n go to (mouse-pointer v)\n Snap To Grid\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nnext costume\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat until <(On/Off) = [Off]>\n if <<mouse down?> and <not <touching (play button v)?>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nset [on/off v] to [On]\n\nwhen I receive [startgame v]\nforever\n stop [this script v]\nend\n\nwhen I receive [whatever v]\nset [costume2 v] to [1]\n\nforever\n\nbroadcast (Whatever v) and wait\n\nwhen I receive [startgame v]\nset [on/off v] to [Off]\n\nhide\n\nswitch costume to (Costume)\n\nwhen flag clicked\ngo to [back v] layer\n\nforever\n switch costume to (Costume)\nend\n\nforever\n if <(Costume) = [6]> then\n set [costume v] to [1]\n end\nend\n\nstamp\n\nforever\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [you win v]\nforever\n hide\n stop [this script v]\nend\n\nwhen flag clicked\nshow\n\nset size to (100) %\n\n@YouWin\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\ngo to [front v] layer\nshow\n\n@Bootom Lava\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Portal\n\n | Platformer Builder V1.0\n\nHow to Use:\nClick Flag TWICE for blocks to work. Click to place a block. Press start to play your level.\n\nThere is only 1 type of ground.\n\nMake sure to leave a Like and A Fave.\n\nFollow Me @Ryham301 For More.\n\nTags:\n#Games #Platformer #Builder #PlatformerBuilder #Ryham301 |
Sunset - a Scrolling Platformer | @Stage\n\nwhen I receive [play game v]\nset volume to (140) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen [m v] key pressed\nif <(username) = [Berger_Boy]> then\n set [mouse thing v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n show variable [mouse thing v]\nend\n\nwhen flag clicked\nhide variable [mouse thing v]\n\n@Blank thanks griffypatchy for the tip\n\n@I am Thy Player\n\nwhen flag clicked\nbroadcast (Poo Flag start v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [poo flag start v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\ncreate clone of (_myself_ v)\nforever\n broadcast (REset v) and wait\n broadcast (Setup v) and wait\n Game ON!\n repeat until <(EXITE) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXITE) = [win]> then\n game win yea\n else\n Game - You are Die\n end\nend\n\ndefine Game ON!\nset [sx asdf v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in da air v] to [0]\nset [exite v] to []\npoint in direction (90)\nset size to (90) %\nclear graphic effects\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 change [sx asdf v] by (-2)\n switch costume to (cool kid a;sldkfj3 v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx asdf v] by (2)\n switch costume to (cool kid a;sldkfj2 v)\nend\nset [sx asdf v] to ((sx asdf) * (0.8))\nif <([abs v] of (sx asdf) ) > [0.9]> then\n Change pasldkj player x by (round (sx asdf))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(in da air) < [4]> then\n set [sy v] to [16]\n switch costume to (cool kid a;sldkfj4 v)\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange play dude y by yeet (sy)\nTest - Are you 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\nif <touching (water swim in v)?> then\n set [exite v] to [die]\nend\nposition chickin fingas\nif <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <mouse down?>>>>>>> then\n switch costume to (cool kid a;sldkfj v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (cool kid a;sldkfj5 v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (cool kid a;sldkfj6 v)\nend\n\ndefine Change play dude y by yeet (sy)\nchange [y v] by (sy)\nchange [in da air v] by (1)\nposition chickin fingas\nrepeat until <not <touching (thick chubby platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in da air v] to [0]\n end\n position chickin fingas\n set [sy v] to [0]\nend\n\ndefine position chickin fingas\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change pasldkj player x by (sx)\nchange [x v] by (sx)\nposition chickin fingas\nif <touching (thick chubby platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position chickin fingas\n if <not <touching (thick chubby 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?>> then\n if <(sx) > [0]> then\n set [sx asdf v] to [-16]\n else\n set [sx asdf v] to [16]\n end\n set [in da air v] to [0]\n else\n set [sx asdf v] to [0]\n end\n repeat until <not <touching (thick chubby 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 chickin fingas\n end\nend\n\ndefine Game - You are Die\nset [exite v] to []\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Are you Die\nif <touching (thick chubby danger v)?> then\n set [exite v] to [die]\nend\n\ndefine game win yea\nrepeat (50)\n point towards (exite tasdf v)\n turn right (65) degrees\n move ((distance to [exite tasdf v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\npoint in direction (90)\nset size to (90) %\nchange [level v] by (1)\nwait (1) seconds\n\n@Thick Chubby Platforms\n\nwhen I receive [poo flag start v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4-1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [x v] by (y)\nnext costume\n\n@Coins stuff\n\nwhen I receive [poo flag start v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (i am thy player v)?> then\n change [collected aldksfj v] by (1)\n start sound [Collect v]\n if <(Collected aldksfj) = (Collected max thing)> then\n broadcast (portal commence open v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected aldksfj v] to [0]\nset [collected max thing v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n Clone at x: [50] y: [0]\n Clone at x: [483] y: [63]\n Clone at x: [830] y: [24]\n Clone at x: [1069] y: [33]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n Clone at x: [99] y: [165]\n Clone at x: [197] y: [-14]\n Clone at x: [986] y: [-19]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin v)\n Clone at x: [184] y: [222]\n Clone at x: [878] y: [144]\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 [collected max thing v] by (1)\ncreate clone of (_myself_ v)\n\nset [collected aldksfj v] to [0]\n\n@Thick Chubby Danger\n\nwhen I receive [poo flag start v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [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 else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [x v] by (y)\nnext costume\n\n@Exite tasdf\n\nwhen I receive [poo flag start v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open Portal]> and <touching (i am thy player v)?>> then\n set [exite v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected aldksfj v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed portal v)\n Clone at x: [1400] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed portal v)\n Clone at x: [1400] y: [30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed portal v)\n Clone at x: [1129] y: [176]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed portal v)\n Clone at x: [1129] y: [176]\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 [portal commence open v]\nswitch costume to (open portal v)\n\n@Water swim in\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nClone at x: [150] y: [-100]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + (([sin v] of ((timer) * (250)) ) * (5)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [-100]\nset [x v] to [-300]\nset [p timer v] to [0]\nswitch costume to (agua a;lskdfj 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]\n\ndefine Position (x) (y)\nback\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n back\n set [brightness v] effect to (-13)\nelse\n hide\n back\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\nset [whirl v] effect to (50)\n\nchange [brightness v] effect by (5)\n\nwhen flag clicked\nhide\n\ndefine back\ngo to [back v] layer\n\n@I have a nail in my thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Words\n\nwhen I receive [poo flag start 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) = [4]> then\n switch costume to (word al;skdfj v)\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 Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [x v] by (y)\nnext costume\n\n | Use WASD or the arrow keys to move.\nIt's mobile as well so you can tap to move.\nEvery level is possible!\nAlso, say "I did!" in the comments if you followed me and I will probably respond to you.\nNO ADVERTISING PLEASE!\nFor less lag, press the green flag multiple times. |
Mine - A platformer | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-140) y: (-50)\npoint in direction (90)\ngo to [front v] layer\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n Wall\n change [yv v] by (-1)\n change y by (yv)\n Ground\n if <touching color (#bebebe)?> then\n go to x: (-150) y: (-60)\n end\n if <touching color (#ff9700)?> then\n set [yv v] to [15]\n end\n if <touching (finish v)?> then\n go to x: (-150) y: (-60)\n change [level v] by (1)\n broadcast (New Level v)\n end\nend\n\ndefine Wall\nif <touching color (#000000)?> 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 x by (() - (xv))\n if <(xv) < [0]> then\n change x by (1)\n else\n change x by (-1)\n end\n change y by (-5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n Bounce\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine Bounce\nif <(xv) < [0]> then\n set [xv v] to [5]\nelse\n set [xv v] to [-5]\nend\nset [yv v] to [10]\n\ndefine Ground\nif <touching color (#000000)?> then\n change y by (() - (yv))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\nend\nchange y by (1)\n\n@Ground\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\n@Finish\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n if <(Level) = [14]> then\n hide\n else\n show\n if <not <<(Level) = [9]> or <<(Level) = [12]> or <(Level) = [13]>>>> then\n go to x: (140) y: (-82)\n else\n if <<(Level) = [9]> or <(Level) = [12]>> then\n go to x: (140) y: (-50)\n else\n go to x: (180) y: (-82)\n end\n end\n turn right (0.2) degrees\n end\nend\n\n@Spinning Spikes\n\nwhen flag clicked\nforever\n if <not <<(Level) = [6]> or <(Level) = [7]>>> then\n hide\n else\n show\n go to [back v] layer\n if <(Level) = [6]> then\n go to x: (0) y: (-120)\n end\n if <(Level) = [7]> then\n go to x: (20) y: (70)\n end\n turn right (3) degrees\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <not <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [9]> or <(Level) = [11]>>>>>> then\n hide\n else\n show\n if <(Level) = [6]> then\n go to x: (-75) y: (-110)\n end\n if <(Level) = [7]> then\n go to x: (-45) y: (75)\n end\n if <(Level) = [8]> then\n go to x: (-6) y: (-75)\n end\n if <(Level) = [9]> then\n go to x: (-110) y: (-110)\n end\n if <(Level) = [11]> then\n go to x: (-65) y: (-110)\n end\n end\nend\n\nwhen I receive [new level v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\n switch costume to (costume1 v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Trampoline 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <not <<(Level) = [9]> or <(Level) = [11]>>> then\n hide\n else\n show\n if <(Level) = [9]> then\n go to x: (-65) y: (-14)\n end\n if <(Level) = [11]> then\n go to x: (65) y: (-110)\n end\n end\nend\n\nwhen I receive [new level v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\n switch costume to (costume1 v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Like\n\nwhen flag clicked\npoint in direction (75)\nforever\n if <(Level) = [14]> then\n show\n go to x: (0) y: (0)\n repeat (2)\n turn right (0.5) degrees\n end\n repeat (2)\n turn right (1) degrees\n end\n repeat (2)\n turn right (1.5) degrees\n end\n repeat (2)\n turn right (2) degrees\n end\n repeat (2)\n turn right (2.5) degrees\n end\n repeat (2)\n turn right (2) degrees\n end\n repeat (2)\n turn right (1.5) degrees\n end\n repeat (2)\n turn right (1) degrees\n end\n repeat (2)\n turn right (0.5) degrees\n end\n repeat (2)\n turn right (-0.5) degrees\n end\n repeat (2)\n turn right (-1) degrees\n end\n repeat (2)\n turn right (-1.5) degrees\n end\n repeat (2)\n turn right (-2) degrees\n end\n repeat (2)\n turn right (-2.5) degrees\n end\n repeat (2)\n turn right (-2) degrees\n end\n repeat (2)\n turn right (-1.5) degrees\n end\n repeat (2)\n turn right (-1) degrees\n end\n repeat (2)\n turn right (-0.5) degrees\n end\n else\n hide\n end\nend\n\n@You Win\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n show\n go to x: (0) y: (100)\n else\n hide\n end\nend\n\n@Preview\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n | Arrow keys or WASD to move. |
SIMPLE 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 [skip v]\nnext backdrop\n\n@主人公\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]\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 (#000000)?> 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((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 [-7]\n else\n set [速度 v] to [7]\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 (#000000)?> 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 (#000000)?> then\n change y by ((重力) * (-1))\n set [重力 v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-50)\n end\nend\n\nwhen flag clicked\nhide\nhide variable [ステージ v]\nset [ステージ v] to [0]\n\nwhen I receive [skip v]\ngo to x: (-200) y: (0)\n\nwhen I receive [自爆... v]\ngo to x: (-200) y: (0)\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: (-170)\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@ステージ番号\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [ステージ v]\nshow\nswitch costume to (stage 1 v)\nforever\n go to [front v] layer\n go to x: (-187) y: (-167)\n if <([backdrop name v] of [_stage_ v]) = [ステージ]> then\n switch costume to (stage 1 v)\n end\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@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\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@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@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n\nwhen this sprite clicked\nbroadcast (自爆... v)\n\n | 日本語は下です!\n\n===English===========================\n\n★☆ I am using google translation.☆★\n\n Click here for my works!\nhttps://scratch.mit.edu/studios/26923073/\n\nDifficulty level★★★☆☆\nIt may be quite difficult...\n\n~~~~~~~ How to use ~~~~~~~~~~~~~~~~~~~~~~\n PC==> Operate with arrow keys\n\n Smartphone ==> Operate with mouse\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罠あります!ご注意を!!\n\n~~~使い方~~~~~~~~~~~~~~~~~~~~~~~~~\nPC==>矢印キーで操作\n\nスマホ==>マウスで操作 |
cube explorer || A platformer | @Stage\n\nwhen I receive [startproject v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [9]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (costume3 v)\n end\n if <not <key (up arrow v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> and <touching (ground v)?>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [startproject v]\nwait (0.5) seconds\nforever\n play sound [Music v] until done\nend\n\nwhen I receive [startproject v]\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nbroadcast (check v)\npoint in direction (90)\nshow\ngo to x: (-217) y: (-20)\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) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.6)\n end\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 (-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 <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <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?> and <touching (ground v)?>> then\n set [y v] to [16]\n end\n change y by (1)\n if <(x position) > [222]> then\n set [x v] to [0]\n set [y v] to [0]\n broadcast (@cheekyscuola's Transition v)\n broadcast (check v)\n change [level v] by (1)\n go to x: (-217) y: (-20)\n end\n if <<<touching (enemy v)?> or <touching (spikes v)?>> or <(y position) < [-163]>> then\n set rotation style [all around v]\n repeat (12)\n change [ghost v] effect by (3)\n turn right (12) degrees\n change y by (12)\n end\n set rotation style [left-right v]\n broadcast (check v)\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-217) y: (-20)\n end\n if <<touching (ladder v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [6]\n end\n if <touching (sprite3 v)?> then\n set [y v] to [19]\n end\nend\n\nwhen flag clicked\nhide\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 (3)\n change [ghost v] effect by (7)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [check v]\ngo to x: (-217) y: (-20)\npoint in direction (90)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@enemy\n\nwhen I receive [check v]\nif <(level) = [1]> then\n go to x: (25) y: (-70)\n show\nend\nif <(level) = [2]> then\n hide\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [4]> then\n go to x: (40) y: (-75)\n show\nend\nif <(level) = [5]> then\n hide\nend\nif <(level) = [11]> then\n go to x: (100) y: (-70)\n show\nend\nif <(level) = [12]> then\n hide\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point in direction (-90)\n repeat (30)\n change x by (-4)\n end\n point in direction (90)\n repeat (30)\n change x by (4)\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (3))\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\nwhen [timer v] > (Timer)\nhide\n\nwhen I receive [startproject v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\n@ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nshow\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nshow\nforever\n if <key (o v) pressed?> then\n hide\n end\nend\n\nwhen I receive [startproject v]\nforever\n switch costume to (level)\nend\n\n@Transition by @cheekyscuola \n\nwhen flag clicked\nhide\n\nwhen I receive [@cheekyscuola's transition v]\nswitch costume to (pick random (1) to (3))\ngo [forward v] (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nwait (0.2) seconds\nrepeat (20)\n change y by (((345) - (y position)) / (4))\nend\nhide\n\n@logo\n\ndefine Add particle: X (x) Y (y) Direction (direction) Speed (vel) Times (repeat) with ARGB & Pen size (a) (r) (g) (b) (psize)\nadd (x) to [particles v]\nadd (y) to [particles v]\nadd (direction) to [particles v]\nadd (vel) to [particles v]\nadd (repeat) to [particles v]\nadd ((([floor v] of (a) ) * (16777216)) + ((([floor v] of (r) ) * (65536)) + ((([floor v] of (g) ) * (256)) + ([floor v] of (b) )))) to [particles v]\nadd (psize) to [particles v]\n\ndefine Particle Effect\nif <(length of [particles v]) > [100000]> then\n delete (all) of [particles v]\nend\nerase all\nset [counter v] to [-1]\nrepeat ((length of [particles v]) / (7))\n change [counter v] by (1)\n replace item (((Counter) * (7)) + (5)) of [particles v] with ((item (((Counter) * (7)) + (5)) of [particles v]) - (1))\n if <(item (((Counter) * (7)) + (5)) of [particles v]) < [1]> then\n repeat (7)\n delete (((Counter) * (7)) + (1)) of [particles v]\n end\n end\n replace item (((Counter) * (7)) + (1)) of [particles v] with ((item (((Counter) * (7)) + (1)) of [particles v]) + (([sin v] of (item (((Counter) * (7)) + (3)) of [particles v]) ) * (item (((Counter) * (7)) + (4)) of [particles v])))\n replace item (((Counter) * (7)) + (2)) of [particles v] with ((item (((Counter) * (7)) + (2)) of [particles v]) + (([cos v] of (item (((Counter) * (7)) + (3)) of [particles v]) ) * (item (((Counter) * (7)) + (4)) of [particles v])))\n if <<([abs v] of (item (((Counter) * (7)) + (1)) of [particles v]) ) > [250]> or <([abs v] of (item (((Counter) * (7)) + (2)) of [particles v]) ) > [185]>> then\n repeat (7)\n delete (((Counter) * (7)) + (1)) of [particles v]\n end\n end\n go to x: (item (((Counter) * (7)) + (1)) of [particles v]) y: (item (((Counter) * (7)) + (2)) of [particles v])\n set pen color to (item (((Counter) * (7)) + (6)) of [particles v])\n set pen size to (item (((Counter) * (7)) + (7)) of [particles v])\n pen down\n pen up\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nintro\nbroadcast (startProject v)\n\ndefine intro\ngo to x: (0) y: (0)\nset size to (50) %\nclear graphic effects\nswitch costume to (download \(4\) v)\nshow\nset [my variable v] to [0]\ncreate clone of (_myself_ v)\ndelete all of [particles v]\nrepeat (90)\n Add particle: X (x position) Y (y position) Direction (pick random (1) to (360)) Speed (pick random (3) to (5)) Times (pick random (40) to (50)) with ARGB & Pen size (pick random (200) to (250)) (pick random (100) to (200)) (pick random (100) to (200)) (pick random (100) to (200)) (10)\n Add particle: X (x position) Y (y position) Direction (pick random (1) to (360)) Speed (pick random (5) to (2)) Times (pick random (40) to (50)) with ARGB & Pen size (pick random (200) to (250)) (pick random (100) to (200)) (pick random (100) to (200)) (pick random (100) to (200)) (10)\n Particle Effect\n point in direction ((([tan v] of ((timer) * (60)) ) * (100)) + (90))\n go to x: (([sin v] of ((timer) * (225)) ) * (50)) y: (([sin v] of ((timer) * (120)) ) * (50))\n set size to ((50) + (([sin v] of ((timer) * (225)) ) * (10))) %\nend\nrepeat (90)\n Add particle: X (x position) Y (y position) Direction (pick random (1) to (360)) Speed (pick random (3) to (5)) Times (pick random (40) to (50)) with ARGB & Pen size (pick random (200) to (250)) (pick random (100) to (200)) (pick random (100) to (200)) (pick random (100) to (200)) (10)\n Add particle: X (x position) Y (y position) Direction (pick random (1) to (360)) Speed (pick random (5) to (2)) Times (pick random (40) to (50)) with ARGB & Pen size (pick random (200) to (250)) (pick random (100) to (200)) (pick random (100) to (200)) (pick random (100) to (200)) (10)\n Particle Effect\n point in direction ((([tan v] of ((timer) * (60)) ) * (-100)) + (90))\n go to x: (([sin v] of ((timer) * (225)) ) * (50)) y: (([sin v] of ((timer) * (120)) ) * (50))\nend\nhide\n\nwhen I start as a clone\nif <(my variable) = [0]> then\n change [my variable v] by (1)\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (download \(4\)2 v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (100) %\nelse\n hide\n switch costume to (download \(4\) v)\n set size to (1) %\n set pen color to (#ffffff)\n set pen size to (5)\n set [my variable v] to [1]\n go to x: (-84) y: (-123)\n pen down\n repeat (5)\n change [my variable v] by (2)\n glide (([sqrt v] of ((((item (my variable) of [directions v]) - (x position)) * ((item (my variable) of [directions v]) - (x position))) + (((item ((my variable) + (1)) of [directions v]) - (y position)) * ((item ((my variable) + (1)) of [directions v]) - (y position)))) ) / (200)) secs to x: (item (my variable) of [directions v]) y: (item ((my variable) + (1)) of [directions v])\n end\n pen up\n go to x: (-51) y: (-133)\n pen down\n repeat (23)\n change [my variable v] by (2)\n glide (([sqrt v] of ((((item (my variable) of [directions v]) - (x position)) * ((item (my variable) of [directions v]) - (x position))) + (((item ((my variable) + (1)) of [directions v]) - (y position)) * ((item ((my variable) + (1)) of [directions v]) - (y position)))) ) / (200)) secs to x: (item (my variable) of [directions v]) y: (item ((my variable) + (1)) of [directions v])\n end\n pen up\n go to x: (-5) y: (-156)\n pen down\n glide (([sqrt v] of ((((15) - (x position)) * ((15) - (x position))) + (((-156) - (y position)) * ((-156) - (y position)))) ) / (80)) secs to x: (14) y: (-156)\n pen up\n go to x: (37) y: (-125)\n pen down\n repeat (10)\n change [my variable v] by (2)\n glide (([sqrt v] of ((((item (my variable) of [directions v]) - (x position)) * ((item (my variable) of [directions v]) - (x position))) + (((item ((my variable) + (1)) of [directions v]) - (y position)) * ((item ((my variable) + (1)) of [directions v]) - (y position)))) ) / (200)) secs to x: (item (my variable) of [directions v]) y: (item ((my variable) + (1)) of [directions v])\n end\n pen up\n go to x: (44) y: (-121)\n pen down\n glide (([sqrt v] of ((((47) - (x position)) * ((47) - (x position))) + (((-121) - (y position)) * ((-121) - (y position)))) ) / (80)) secs to x: (47) y: (-121)\n glide (([sqrt v] of ((((47) - (x position)) * ((47) - (x position))) + (((-145) - (y position)) * ((-145) - (y position)))) ) / (80)) secs to x: (47) y: (-145)\n pen up\n go to x: (57) y: (-135)\n pen down\n repeat (16)\n change [my variable v] by (2)\n glide (([sqrt v] of ((((item (my variable) of [directions v]) - (x position)) * ((item (my variable) of [directions v]) - (x position))) + (((item ((my variable) + (1)) of [directions v]) - (y position)) * ((item ((my variable) + (1)) of [directions v]) - (y position)))) ) / (200)) secs to x: (item (my variable) of [directions v]) y: (item ((my variable) + (1)) of [directions v])\n end\n pen up\n go to x: (75) y: (-143)\n pen down\n repeat (10)\n change [my variable v] by (2)\n glide (([sqrt v] of ((((item (my variable) of [directions v]) - (x position)) * ((item (my variable) of [directions v]) - (x position))) + (((item ((my variable) + (1)) of [directions v]) - (y position)) * ((item ((my variable) + (1)) of [directions v]) - (y position)))) ) / (200)) secs to x: (item (my variable) of [directions v]) y: (item ((my variable) + (1)) of [directions v])\n end\n pen up\nend\n\nwhen I receive [startproject v]\nswitch backdrop to (backdrop1 v)\nreset timer\nerase all\ndelete this clone\n\nwhen flag clicked\nplay sound [FR Xenogenesis v] until done\n\n@Sprite3\n\nwhen I receive [startproject v]\nshow\ngo to [back v] layer\nforever\n if <(level) = [6]> then\n go to x: (-137) y: (-36)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nforever\n if <touching (player v)?> then\n switch costume to (costume6 v)\n repeat (3)\n next costume\n end\n switch costume to (costume3 v)\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [startproject v]\nshow\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n set y to ((124) + (([sin v] of (((timer) - (3)) * (200)) ) * (9)))\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (@cheekyscuola's Transition v)\n broadcast (check v)\n change [level v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [startproject v]\nforever\n set y to ((-138) + (([sin v] of (((timer) - (3)) * (200)) ) * (9)))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (check v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [startproject v]\nforever\n set y to ((-138) + (([sin v] of (((timer) - (3)) * (200)) ) * (9)))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n | ---------------------------intructions-----------------------------------\n-arrow keys to move\n-press the skip button to skip\n-the restart button to restart\n-have fun\n----------------------------------------------------------------------------\nyou are a cube who has been given a mission to find the golden temple but there are many enemys who have tryed to stop you with traps and gaurds can you escape? |
PLATFORMER TUTORIAL part1 | @Stage\n\nwhen flag clicked\nif <not <(username) = [gravityv]>> then\n set [☁ views v] to ((☁ views) + (1))\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@SLIDES\n\nwhen flag clicked\nswitch costume to (costume1 v)\nglide\nforever\n if <<mouse down?> or <key (any v) pressed?>> then\n wait until <not <<mouse down?> or <key (any v) pressed?>>>\n next costume\n glide\n end\nend\n\ndefine glide\ngo to x: (435) y: (0)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\nend\n\n@scripts\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (-184) y: (8)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n change x by (Xv)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n set [xv v] to [0]\n else\n set [xv v] to ((Xv) * (0.8))\n end\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n if <key (up arrow v) pressed?> then\n if <(jumped?) = [0]> then\n set [yv v] to [11]\n set [jumped? v] to [1]\n end\n end\n else\n change [yv v] by (-1)\n set [jumped? v] to [0]\n end\nend\n\n | PLATFORMER TUTORIAL\nI hope this tutorial can let you know how to make a platformer, and even scroll! If you like, love and fav plz! |
Dr Stickman | A SHORT Platformer | @Stage\n\n@blank\n\n@Ground\n\nwhen I receive [level pass v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (-3) y: (-70)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen [s v] key pressed\nnext costume\nbroadcast (LEVEL SKIPPED v)\n\n@flag\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [begin game v]\ngo to [back v] layer\ngo to x: (194) y: (-89)\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n end\n if <(level) = [6]> then\n stop [this script v]\n end\nend\n\nwhen I receive [begin game v]\nshow\nswitch costume to (1 v)\nset size to (100) %\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo [forward v] (50) layers\nwait (1) seconds\nhide\nbroadcast (tn over v)\n\n@dangers\n\nwhen I receive [level pass v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (-3) y: (-70)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (DEAD v)\n end\nend\n\nwhen [s v] key pressed\nnext costume\nbroadcast (LEVEL SKIPPED v)\n\n@player\n\ndefine platform (jump hight) (gravity) (friction) (running speed) (bounce hight)\nset size to (100) %\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xvel v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by ((running speed) * (-1))\nend\nset [xvel v] to ((xvel) * (friction))\nchange x by (xvel)\nif <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xvel) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (xvel) ) / (xvel)) * (-1))\n end\n end\n set [xvel v] to [0]\n end\nend\nchange y by (yvel)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (yvel) ) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (yvel) ) / (yvel)) * (-1))\n end\n end\n if <<<(([abs v] of (yvel) ) / (yvel)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to (jump hight)\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (-1)\nend\nif <touching (bounce pad v)?> then\n set [yvel v] to (bounce hight)\nend\nif <<<touching (ground v)?> and <(yvel) < [-8]>> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n change y by (1)\nend\nif <<<touching (ground v)?> and <(yvel) > [2]>> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n change y by (-1)\nend\nswitch costume to (player stand v)\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (walk)\nend\nif <(yvel) > [2]> then\n switch costume to (player jumping v)\nend\nif <(yvel) < [-8]> then\n switch costume to (player falling v)\nend\n\nwhen flag clicked\ngo to x: (-198) y: (-16)\nbroadcast (BEGIN GAME v)\n\nwhen flag clicked\nset [level v] to [1]\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n platform [12] [-1] [0.7] [2] [9]\n if <touching (flag v)?> then\n go to x: (-198) y: (-16)\n set [xvel v] to [0]\n set [yvel v] to [0]\n change [level v] by (1)\n broadcast (level pass v) and wait\n end\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\n if <touching (enemies v)?> then\n DIE\n end\nend\n\ndefine DIE\ngo to x: (-198) y: (-16)\n\nwhen I receive [dead v]\nDIE\n\nwhen I receive [tn over v]\nforever\n play sound [dramatic moosic v] until done\nend\n\nwhen I receive [level skipped v]\ngo to x: (-198) y: (-16)\n\n | Hello strangers.\nWas 3rd PAGE TRENDING! \nUse arrow keys, wasd or tap (mobile) to move.\nS to skip\nDON'T TOUCH THE VIRUS!!!\nGet to the flag to go to the next level\nI know this is kinda generic but can you not hate on it \n\nplease... |
underground|| a platformer | @Stage\n\n@player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [_Geometry Dash_ level 16 - Hexagon Force \(100%\).mp3 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)\n change [brightness v] effect by (-0.7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(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)?> or <touching (saw v)?>> then\n broadcast (respawn muahaha v)\n broadcast (red stuff 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 v)?> then\n change y by (2)\n if <touching (water v)?> then\n change y by (2)\n if <touching (water v)?> then\n change y by (2)\n if <touching (water v)?> then\n change y by (2)\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 flag clicked\ngo [backward v] (1000) layers\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 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)\nforever\n if <(level #) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (212) y: (-57)\nforever\n if <(level #) = [14]> then\n hide\n end\nend\n\n@evil stuff\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\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@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 underground: A Platformer!] for (2.5) seconds\nend\nif <(level #) = [8]> then\n say [look out for the saw..] for (1.5) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to x: ((playerx) / (5)) y: ((playery) / (5))\nend\n\n@water\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (3) layers\nset [ghost v] effect to (35)\nset [brightness v] effect to (0)\nrepeat (10)\n change y by (2)\nend\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I start as a clone\nforever\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\nend\n\n@saw\n\nwhen flag clicked\ngo [backward v] (5) layers\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n if <(level #) = [8]> then\n go to x: (14) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@cooltext-357216073271542\n\nwhen flag clicked\nforever\n hide\n if <(level #) = [14]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Cool Text - UNDERGROUND -357215528865609\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [red stuff v]\ngo to x: (2) y: (0)\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (2) y: (0)\nrepeat (20)\n change y by (17.3)\nend\nset [ghost v] effect to (100)\n\nrepeat (20)\n change y by (-17.3)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\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@Sprite3\n\nwhen flag clicked\nforever\n go [backward v] (10000) layers\n go to (player v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (90) %\nforever\n repeat (40)\n change size by (0.5)\n end\n repeat (40)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (105) %\nswitch costume to (costume2 v)\nforever\n repeat (40)\n change size by (-0.5)\n end\n repeat (40)\n change size by (0.5)\n end\nend\n\nwhen I start as a clone\nforever\n go to (player v)\nend\n\n | thanks for 50 loves! |
Neon || A 3D Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nplay sound [world 3 intro v] until done\nwait (0.0001) seconds\nforever\n play sound [world 3 loop v] until done\nend\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (8))\nset pen size to (((1000) - (item (ii) of [block distances v])) / (100))\nif <(((1000) - (item (ii) of [block distances v])) / (4)) > [10]> then\n Draw Square (x) (y) ((50) + (z))\n Draw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\n Draw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\n Draw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\n Draw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\n Draw Square (x) (y) ((-50) + (z))\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 Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [30]\n set [!touch trampoline v] to [1]\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\nstart sound [Teleport2 v]\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]\nset [rot x v] to [0]\nset [rot y v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nset [rot x v] to [0]\nset [rot y v] to [0]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <<(Touching end) = [yes]> or <key (o v) pressed?>> then\n wait until <not <key (o v) pressed?>>\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 [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [-1] [1] [3] [Platform]\n Level design [1] [2] [5] [Platform]\n Level design [0] [3] [7] [Platform]\n Level design [0] [3.5] [8] [Lava]\n Level design [0] [3] [8] [Platform]\n Level design [0] [3] [9] [End]\nelse\n if <(Level) = [2]> then\n Level design [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [0] [-1] [3] [Trampoline]\n Level design [0] [3] [4] [Platform]\n Level design [0] [3] [5] [Platform]\n Level design [0] [4] [5] [Platform]\n Level design [0] [5] [5] [Platform]\n Level design [0] [3] [6] [Platform]\n Level design [0] [3] [7] [End]\n else\n if <(Level) = [3]> then\n Level design [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [-1] [0] [4] [Trampoline]\n Level design [1] [0] [8] [Trampoline]\n Level design [-1] [0] [12] [Trampoline]\n Level design [1] [0] [16] [Trampoline]\n Level design [0] [0] [20] [Platform]\n Level design [0] [0] [21] [Lava]\n Level design [0] [0] [22] [Platform]\n Level design [0] [0] [23] [Lava]\n Level design [0] [0] [24] [Platform]\n Level design [0] [0] [25] [Lava]\n Level design [0] [0] [26] [Platform]\n Level design [0] [0] [27] [Lava]\n Level design [0] [0] [29] [Trampoline]\n Level design [0] [0] [33] [End]\n else\n if <(Level) = [4]> then\n Level design [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [1] [0] [4] [Platform]\n Level design [-2] [0] [4] [Platform]\n Level design [-1] [2] [3] [Lava]\n Level design [0] [2] [3] [Lava]\n Level design [-2] [2] [3] [Lava]\n Level design [-1] [2] [6] [Lava]\n Level design [0] [2] [6] [Lava]\n Level design [2] [2] [6] [Lava]\n Level design [1] [2] [6] [Lava]\n Level design [-3] [1] [7] [Trampoline]\n Level design [-1] [2] [9] [Trampoline]\n Level design [-3] [3] [11] [Trampoline]\n Level design [-1] [4] [13] [Trampoline]\n Level design [-2] [5] [15] [End]\n else\n if <(Level) = [5]> then\n Level design [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [-2] [1] [3] [Platform]\n Level design [-3] [1] [3] [Lava]\n Level design [-4] [1] [3] [Platform]\n Level design [-4] [2] [1] [Platform]\n Level design [-4] [2] [0] [Lava]\n Level design [-4] [2] [-1] [Platform]\n Level design [-2] [3] [-1] [Platform]\n Level design [-1] [3] [-1] [Lava]\n Level design [0] [3] [-1] [Platform]\n Level design [0] [4] [-3] [Platform]\n Level design [0] [4] [-4] [Lava]\n Level design [0] [4] [-5] [Platform]\n Level design [0] [4] [-7] [Trampoline]\n Level design [0] [9] [-10] [End]\n else\n if <(Level) = [6]> then\n Level design [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [4] [Platform]\n Level design [0] [1] [4] [Platform]\n Level design [0] [2] [4] [Platform]\n Level design [0] [0] [5] [Platform]\n Level design [0] [0] [6] [Platform]\n Level design [0] [1] [6] [Platform]\n Level design [0] [2] [6] [Platform]\n Level design [0] [0] [7] [Platform]\n Level design [0] [1] [7] [Platform]\n Level design [0] [2] [7] [Platform]\n Level design [0] [0] [8] [End]\n else\n if <(Level) = [7]> then\n Level design [-1] [0] [-1] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [-1] [-1] [3] [Platform]\n Level design [0] [-1] [3] [Platform]\n Level design [1] [-1] [3] [Platform]\n Level design [-1] [0.4] [5] [Platform]\n Level design [0] [0.4] [5] [Platform]\n Level design [1] [0.4] [5] [Platform]\n Level design [-1] [0.9] [8] [Platform]\n Level design [0] [0.9] [8] [Platform]\n Level design [1] [0.9] [8] [Platform]\n Level design [-1] [1.4] [11] [Platform]\n Level design [0] [1.4] [11] [Platform]\n Level design [1] [1.4] [11] [Platform]\n Level design [-1] [3.5] [14] [End]\n Level design [0] [3.5] [14] [End]\n Level design [1] [3.5] [14] [End]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\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 (#6cffe8)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff7f7f)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff95e)\n else\n set pen color to (#7bff79)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nLevel design [] [] [] [Platform]\nLevel design [] [] [] [Lava]\nLevel design [] [] [] [Trampoline]\nLevel design [] [] [] [End]\n\nwhen [o v] key pressed\nset [!skip v] to [1]\n\n@End screen 1\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (1) seconds\nforever\n if <(Level) > [7]> then\n show\n point in direction ((([sin v] of ((timer) * (100)) ) * (5)) + (90))\n end\nend\n\n@End screen 2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Level) > [7]> then\n show\n go to [front v] layer\n point in direction (90)\n go to x: ((([sin v] of ((timer) * (500)) ) * (2.5)) + (-5)) y: ((([sin v] of ((timer) * (500)) ) * (15)) + (20))\n end\nend\n\n@Tutorial\n\nwhen flag clicked\nshow\nset [!skip v] to [0]\nset [!touch trampoline v] to [0]\nswitch costume to (1 v)\nwait until <<<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nnext costume\nwait until <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>>\nnext costume\nwait until <key (space v) pressed?>\nnext costume\nwait until <(Level) = [2]>\nnext costume\nwait until <(!Touch trampoline) = [1]>\nnext costume\nwait until <(Level) = [3]>\nnext costume\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nhide\n\n@Neon\n\nwhen flag clicked\ngo to x: (-340) y: (150)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nshow\nclear graphic effects\n\n | Neon 2 || A 3D Platformer 57% done!\n–––––––––––––––––––––––––––––––––––––––––––––––––––\nNeon || A 3D Platformer\n–––––––––––––––––––––––––––––––––––––––––––––––––––\nControls:\n- [W] [A] [S] and [D] to move forward, left, backward, and right depending on the direction you are facing.\n\n- [↑] [←] [↓] and [→] or drag the mouse on the screen to change the direction you look at\n–––––––––––––––––––––––––––––––––––––––––––––––––––\nCredits:\n-Huge thanks to @k0stya for the 3D engine. \n\nI made some changes to the engine though such as: \n\n-outline thickness and transparency to the blocks based on the distance away from the player.\n\n-made the engine overall faster and less laggy.\n\n-All level designs are by me.\n\n-I don't know what the music is called or who made it. If you know please tell me!\n–––––––––––––––––––––––––––––––––––––––––––––––––––\n#3D #platformer #pen #physics #-Parjos- #fun #amazing #engine #cool #easy #to #use #arrow #keys #mouse #control #neon #first #person #3 #dimensional #music\n–––––––––––––––––––––––––––––––––––––––––––––––––––\n |
Nano Platformer 19 Levels! | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nchange [level v] by (1)\n\nchange [level v] by (1)\n\nif <<([x position v] of [sprite1 v]) > [190]> and <(Level) = [1]>> then\n set [level v] to [2]\n switch backdrop to (backdrop2 v)\nend\nif <<([x position v] of [sprite1 v]) > [190]> and <(Level) = [2]>> then\n set [level v] to [3]\n switch backdrop to (backdrop3 v)\nend\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext backdrop\n\nforever\nend\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-190) y: (-100)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (5) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (5) steps\n end\nend\n\nmove (-10) steps\n\nmove (-10) steps\n\nwhen flag clicked\nforever\n if <touching color (#00cc44)?> then\n point in direction (180)\n move (-12) steps\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <touching color (#003fff)?> then\n point in direction (0)\n move (1) steps\n end\nend\n\nrepeat (10)\n change y by (12)\nend\nwait (0.09) seconds\nrepeat (10)\n change y by (-12)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [200]> then\n go to x: (-190) y: (-100)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-190) y: (-100)\n end\nend\n\nmove (10) steps\npoint in direction (0)\nmove (-10) steps\n\nwhen I receive [hit v]\ngo to x: (-190) y: (-100)\n\nwhen flag clicked\n\nrepeat (9)\n change y by (13)\nend\n\n\n\nif <<key (up arrow v) pressed?> and <touching color (#003fff)?>> then\n repeat (10)\n change y by (12)\n end\n wait (0.09) seconds\n repeat (10)\n change y by (-12)\n end\nend\nif <<key (up arrow v) pressed?> and <not <touching color (#003fff)?>>> then\n point in direction (0)\n move (-12) steps\nend\n\nif <touching color (#003fff)?> then\n\nwhen flag clicked\nforever\n if <<touching color (#003fff)?> and <key (down arrow v) pressed?>> then\n point in direction (180)\n move (2) steps\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#995900)?> then\n point in direction (0)\n move (-3) steps\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#995900)?> and <key (space v) pressed?>> then\n point in direction (0)\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n if then\n point in direction (180)\n move (12) steps\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> and <touching color (#00cc44)?>> or <<key (up arrow v) pressed?> or <<touching color (#995900)?> or <touching color (#003fff)?>>>> then\n repeat until <not <key (up arrow v) pressed?>>\n repeat (9)\n change y by (13)\n end\n wait (0.09) seconds\n repeat until <<<touching color (#00cc44)?> or <touching color (#003fff)?>> or <touching color (#995900)?>>\n change y by (-13)\n end\n end\n end\n if <<not <key (up arrow v) pressed?>> and <<not <touching color (#00cc44)?>> and <<not <touching color (#003fff)?>> and <not <touching color (#995900)?>>>>> then\n point in direction (0)\n move (-14) steps\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (190) y: (-100)\nforever\n if <<<(Level) = [5]> or <(Level) = [6]>> or <(Level) = [11]>> then\n show\n if <touching (sprite1 v)?> then\n go to x: (190) y: (-100)\n broadcast (hit v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (50)\n move (8) steps\n end\n wait (0) seconds\n repeat (50)\n move (-8) steps\n end\n wait (0) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (-100)\nforever\n hide\n if <<<(Level) = [8]> or <(Level) = [9]>> or <(Level) = [10]>> then\n show\n if <touching (sprite1 v)?> then\n go to x: (0) y: (-100)\n broadcast (hit v)\n end\n else\n hide\n end\nend\n\nif then\nelse\nend\n\nhide\nhide\n\nif then\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (40)\n move (4) steps\n end\n wait (0) seconds\n repeat (40)\n move (-4) steps\n end\n wait (0) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n hide\n if <(Level) = [19]> then\n show\n if <touching (sprite1 v)?> then\n go to x: (200) y: (200)\n broadcast (hit v)\n end\n point towards (sprite1 v)\n move (5) steps\n else\n hide\n end\nend\n\nif then\nelse\nend\n\nhide\nhide\n\nif then\nend\n\nwhen flag clicked\nforever\nend\n\npoint in direction (90)\n\nwhen flag clicked\n\nforever\nend\n\ngo to x: (200) y: (200)\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (100) y: (200)\nforever\n hide\n if <<<(Level) = [13]> or <(Level) = [14]>> or <(Level) = [17]>> then\n show\n move (3) steps\n if <touching (sprite1 v)?> then\n go to x: (200) y: (200)\n broadcast (hit v)\n end\n else\n hide\n end\nend\n\nif then\nelse\nend\n\nhide\nhide\n\nif then\nend\n\nwhen flag clicked\n\nforever\nend\n\npoint towards (sprite1 v)\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [15]> then\n show\n glide (4) secs to x: (200) y: (0)\n glide (4) secs to x: (-200) y: (0)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [15]>> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n hide\n if <(Level) = [15]> then\n show\n glide (10) secs to x: (202) y: (200)\n glide (10) secs to x: (202) y: (-200)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [15]>> then\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n hide\n if <(Level) = [17]> then\n show\n glide (3) secs to x: (202) y: (200)\n glide (3) secs to x: (202) y: (-200)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [17]>> then\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n hide\n if <(Level) = [17]> then\n show\n glide (15) secs to x: (202) y: (200)\n glide (15) secs to x: (202) y: (-200)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [17]>> then\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n hide\n if <(Level) = [18]> then\n show\n glide (3) secs to x: (202) y: (200)\n glide (3) secs to x: (-8) y: (-33)\n glide (3) secs to x: (202) y: (-200)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [18]>> then\n hide\n end\nend\n\nglide (3) secs to x: (114) y: (-49)\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (-200) y: (200)\nhide\nforever\n hide\n if <<<(Level) = [16]> or <(Level) = [19]>> or <(Level) = [18]>> then\n show\n if <touching (sprite1 v)?> then\n go to x: (-200) y: (200)\n broadcast (hit v)\n end\n point towards (sprite1 v)\n move (1.5) steps\n else\n hide\n end\nend\n\nif then\nelse\nend\n\nhide\nhide\n\nif then\nend\n\nwhen flag clicked\nforever\nend\n\npoint in direction (90)\n\nwhen flag clicked\n\nforever\nend\n\ngo to x: (200) y: (200)\n\n | |
Generic - a platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [JJD - Aeon.mp3 v] until done\nend\n\n@Super Generic Player\n\nwhen I receive [begin! v]\ngo to x: (-190) y: (-88)\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [level v] to [1]\nforever\n platform physics (13) (-1) (0.8) (1.8) (15) (25)\n if <<touching (generic end v)?> or <key (n v) pressed?>> then\n go to x: (-190) y: (-88)\n change [level v] by (1)\n wait until <not <key (n v) pressed?>>\n end\n if <<touching (generic spikes v)?> or <touching (generic spinny things v)?>> then\n go to x: (-190) y: (-88)\n end\n if <touching (generic bouncy v)?> then\n set [y vel v] to [25]\n end\n if <<key (b v) pressed?> and <(LEVEL) > [1]>> then\n go to x: (-190) y: (-88)\n change [level v] by (-1)\n wait until <not <key (b v) pressed?>>\n end\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (generic ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (generic ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> 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?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (movement speed)\n switch costume to (costume1 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((-1) * (movement speed))\n switch costume to (costume2 v)\nend\nchange x by (x vel)\nif <touching (generic ground v)?> then\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (generic ground v)?> then\n change y by (1)\n end\n end\n if <touching (generic ground v)?> then\n repeat (([abs v] of (x vel) ) + (1))\n change y by (-1)\n end\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (generic ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<<mouse down?> and <(mouse y) > ((y position) + (15))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> 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?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> 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\n@Talk about Generic platformers\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nwait until <mouse down?>\nbroadcast (begin! v)\nforever\n switch costume to ((LEVEL) + (1))\nend\n\n@Generic Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Generic spikes\n\nwhen flag clicked\nset [speed v] to [0]\nrepeat (20)\n change [speed v] by (1)\n wait (0.01) seconds\nend\nforever\n repeat (40)\n change [speed v] by (1)\n wait (0.01) seconds\n end\n repeat (40)\n change [speed v] by (-1)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n turn right (speed) degrees\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n show\n else\n hide\n end\nend\n\n@generic spinny things\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@generic end\n\nwhen flag clicked\nshow\nset size to (100) %\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 [begin! v]\nwait (0.01) seconds\nforever\n turn right (5) degrees\n if <(LEVEL) = [7]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@generic bouncy\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@love, fave, follow\n\nwhen I receive [begin! v]\nwait (1) seconds\nwait until <(LEVEL) = [7]>\ngo to x: (-125) y: (-50)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-50)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\ngo to x: (125) y: (-50)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nforever\n wait (1) seconds\n repeat (12)\n turn right (30) degrees\n end\nend\n\n@thumnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Generic cloud\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [begin! v]\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (240) y: (pick random (110) to (130))\nset [x v] to (pick random (-1.5) to (-3))\nrepeat until <[-235] > (x position)>\n change x by (x)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n | Welcome to generic, a platformer. \n\nDouble click the flag!!\n\nMy July project!\n-Arrow keys to move\n-WASD keys to move\n-Mobile to move(huh? Does that make sense?)\n-Generic\n-Is the instruction above a instruction?\n-N to skip\n-B to go back\nLove, Fave and Follow! |
☁️ Blocky ✦ Platformer maker online community - share levels online | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <([y position v] of [hitbox v]) < [-100]> then\n change [/bottom-bar v] by (((/bottom-bar) - (-50)) / (-2))\n else\n change [/bottom-bar v] by ((/bottom-bar) / (-3))\n end\nend\n\nwhen flag clicked\nerase all\n\nwhen flag clicked\nshow list [share level v]\nforever\n change [@@tick v] by (0.03)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <(mode) = [creatingnewlevel]> then\n if <(⛈️ STATUS) = [2]> then\n wait (0.05) seconds\n if <(⛈️ STATUS) = [2]> then\n broadcast (trans1 v) and wait\n set [theme v] to [d]\n set [mode v] to [editor]\n broadcast (trans2 v)\n broadcast (edit v)\n set [@@level shared v] to [False]\n set [@level changed v] to [10]\n if <(@@LEVEL code) = [10]> then\n set [@@level theme v] to [d]\n broadcast (change_theme v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [⛈️ status v] to [0]\n\nwhen I receive [loadlevel-aftershare v]\nset [mode v] to [loadinglevel2]\nbroadcast (loading v)\nbroadcast (@get-level v) and wait\nif <(mode) = [loadinglevel2]> then\n broadcast (loading-end v)\n set [mode v] to [spotlight]\n set [toolbar_y v] to [200]\nend\n\nwhen I receive [editor-to-spotlight-loadlevel v]\nset [mode v] to [loadinglevel2]\nbroadcast (trans2 v)\nbroadcast (loading v)\nif <not <(⛈️ STATUS) = [1]>> then\n if <(@@LEVEL author) = (@username)> then\n broadcast (@post level v) and wait\n repeat until <not <<not <([🌤️response_output v] of [cloud requests v]) = (length of (@LEVEL CHANGED))>> or <(⛈️ STATUS) = [-5]>>>\n set [@level changed v] to [0]\n broadcast (@post level v) and wait\n wait (0) seconds\n end\n end\nend\nwait until <not <(⛈️ STATUS) = [1]>>\nbroadcast (loading-end v)\nif <(mode) = [loadinglevel2]> then\n switch backdrop to (ui v) and wait\n set [mode v] to [spotlight]\n set [toolbar_y v] to [200]\nend\n\nwhen flag clicked\nforever\n if <<(mode) = [editor]> or <(mode) = [playing]>> then\n set [theme v] to (@@LEVEL theme)\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [spotlight]> then\n if <(⛈️ STATUS) = [1]> then\n set [toolbar_y v] to [200]\n broadcast (loading v)\n wait until <not <(⛈️ STATUS) = [1]>>\n if <([🌤️response_output v] of [cloud requests v]) = [-1]> then\n broadcast (loading-end v)\n set [mode v] to [-]\n else\n broadcast (loading-end v)\n set [toolbar_y v] to [200]\n end\n end\n end\nend\n\nwhen I receive [-player to spotlight v]\nset [mode v] to [---]\nbroadcast (trans1 v) and wait\nset [theme v] to [loadinglevel2]\nset [toolbar_y v] to [200]\nbroadcast (loading v)\nif <(⛈️ STATUS) = [1]> then\n broadcast (trans2 v)\n wait (0.1) seconds\n wait until <not <(⛈️ STATUS) = [1]>>\nelse\n broadcast (trans2 v)\n if <(@@LEVEL author) = (@username)> then\n broadcast (@post level v) and wait\n repeat until <not <<not <([🌤️response_output v] of [cloud requests v]) = (length of (@LEVEL CHANGED))>> or <(⛈️ STATUS) = [-5]>>>\n set [@level changed v] to [0]\n broadcast (@post level v) and wait\n wait (0) seconds\n end\n end\nend\nset [mode v] to [spotlight]\nswitch backdrop to (ui v) and wait\nbroadcast (init UI v)\nbroadcast (loading-end v)\n\nwhen flag clicked\nforever\n change [timer v] by ((1) / (30))\nend\n\nwhen I receive [\[proj\] remix v]\nbroadcast (trans1 v) and wait\nset [mode v] to [remixing]\nbroadcast (@remix v)\nbroadcast (loading v)\nwait (0.15) seconds\nbroadcast (trans2 v) and wait\nwait until <<(⛈️ STATUS) = [2]> or <<(⛈️ STATUS) = [-5]> or <(⛈️ STATUS) = [-9]>>>\nwait (0.05) seconds\nif <(⛈️ STATUS) = [2]> then\n broadcast (trans1 v) and wait\n broadcast (loading-end v)\n set [input v] to (@@LEVEL code)\n set [mode v] to [editor]\n broadcast (edit v)\n broadcast (trans2 v)\nelse\n set [mode v] to [-]\n set [theme v] to [ui]\n broadcast (loading-end v)\n broadcast (init UI v)\nend\n\nwhen I receive [\[ui\] fetch level v]\nset [mode v] to [loadinglevel]\nbroadcast (@get-level v) and wait\nif <([🌤️response_output v] of [cloud requests v]) = [-1]> then\n broadcast (loading-end v)\n set [mode v] to [-]\nelse\n set [toolbar_y v] to [200]\n set [mode v] to [spotlight]\nend\n\nset [@username v] to [e]\n\nwhen I receive [delete-from-mystuff v]\nbroadcast (@deletelevel v)\nset [⛈️ status v] to [2]\nDelete local\n\nwhen I receive [change_theme close v]\nif <(mode) = [.....]> then\n set [mode v] to [mystuff]\nend\n\nwhen I receive [close-headbar v]\nset [⛈️ status v] to [1]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [win-to-more v]\nset [mode v] to [---]\nbroadcast (trans1 v) and wait\nset [theme v] to [ui]\nset [toolbar_y v] to [200]\nbroadcast (loading v)\nbroadcast (trans2 v)\nset [mode v] to [more]\nset [@@tab v] to [more]\nbroadcast (init UI v)\nbroadcast (@get-public-levels-bundle v)\n\nwhen flag clicked\nforever\n if <(@@LEVEL id) = [990]> then\n if <(mode) = [playing]> then\n stop [other scripts in sprite v]\n play sound [NEVA v] until done\n end\n end\nend\n\ndefine Delete local\nset [zeile v] to (item # of (___level_to_delete) in [@decoded_response v])\nrepeat (6)\n delete (zeile) of [@decoded_response v]\nend\n\nwhen I receive [\[intro\]stop v]\nwait (0.2) seconds\nbroadcast (shutdown-popup v) and wait\n\nwhen I receive [shutdownnotice-close v]\nif <(username) = []> then\n broadcast (notloggedin v)\nelse\n broadcast (loading v)\n broadcast (init UI v)\n broadcast (init-home v)\n set [--interaction opened v] to [0]\n set [mode v] to [init]\n set [theme v] to [ui]\n forever\n switch backdrop to (theme)\n end\nend\n\nwhen I receive [shutdownnotice-close v]\nswitch backdrop to (ui v)\nbroadcast (@ack v) and wait\nforever\n wait (60) seconds\n if <(⛈️ STATUS) = [2]> then\n broadcast (@ack v) and wait\n if <(mode) = [editor]> then\n broadcast (@post level v)\n end\n end\n if <(⛈️ STATUS) = [2]> then\n broadcast (@ack v) and wait\n end\n if <(⛈️ STATUS) = [2]> then\n broadcast (@ack v) and wait\n end\n if <(⛈️ STATUS) = [2]> then\n broadcast (@ack v) and wait\n end\nend\n\nwhen I receive [win-to-random v]\nset [mode v] to [---]\nbroadcast (trans1 v) and wait\nset [theme v] to [ui]\nset [toolbar_y v] to [200]\nbroadcast (loading v)\nbroadcast (trans2 v)\nset [mode v] to [spotlight]\nbroadcast (init UI v)\nbroadcast (@get-random-level v)\n\nwhen I receive [\[intro\]stop v]\nswitch backdrop to (ui3 v) and wait\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [\[intro\]stop v]\nwait (0.2) seconds\nset volume to (25) %\nstart sound [fall-with-me-ncs-release v]\nwait until <(⛈️ STATUS) = [2]>\nrepeat (10)\n change volume by (-13)\nend\nstop all sounds\nwait (0) seconds\nset volume to (18) %\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen flag clicked\nset volume to (50) %\n\n@b l a n k\n\n@Cloud Requests\n\nwhen flag clicked\nforever\n change [tick v] by ((1) / (15))\n wait (0) seconds\nend\n\ndefine Decode (input) ack <ack>\nset [//output v] to []\nset [betw.output v] to []\nset [i v] to [0]\nrepeat ((length of (input)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((i) - (1)) of (input)) (letter (i) of (input)))\n if <(costume [name v]) = [new line]> then\n if <(letter (2) of (costume [name v])) = [\]> then\n set [//output v] to (join (//output) [ ])\n end\n if <ack> then\n add (//output) to [@ack_response v]\n else\n add (//output) to [@decoded_response v]\n end\n set [//output v] to []\n else\n set [//output v] to (join (//output) (letter (2) of (costume [name v])))\n end\nend\nif <not <(//output) = []>> then\n if <ack> then\n add (//output) to [@ack_response v]\n else\n add (//output) to [@decoded_response v]\n end\nend\n\ndefine 🌩️ Request data (list_id) keep_req_id <keep_req_id> keep_status <keep_status> .status_only <.status_only>\nset [tick v] to [0]\nset [🌤️response_output v] to []\nif <not <keep_status>> then\n set [⛈️ status v] to [1]\nend\nif <not <keep_req_id>> then\n set [⛈️ request id v] to (join (pick random (10000) to (89998)) [1])\n if <keep_status> then\n set [⛈️ request id v] to (join (pick random (90000) to (99998)) [1])\n end\n set [☁ to_host v] to (join (list_id) (join [.] (⛈️ REQUEST ID)))\nend\ndelete all of [parsed responses v]\nrepeat until <<<<<(⛈️ STATUS) = [2]> or <(.STATUS) = [2]>> and <not <keep_status>>> or <<keep_status> and <(@new) = [False]>>> or <<(tick) > [15]> or <<(mode) = [init]> and <(tick) > [9]>>>>\n Check cloud variable (☁ FROM_HOST_1) <.status_only>\n Check cloud variable (☁ FROM_HOST_2) <.status_only>\n Check cloud variable (☁ FROM_HOST_3) <.status_only>\n Check cloud variable (☁ FROM_HOST_4) <.status_only>\n Check cloud variable (☁ FROM_HOST_5) <.status_only>\n Check cloud variable (☁ FROM_HOST_6) <.status_only>\n Check cloud variable (☁ FROM_HOST_7) <.status_only>\n Check cloud variable (☁ FROM_HOST_8) <.status_only>\n Check cloud variable (☁ FROM_HOST_9) <.status_only>\nend\nif <<(tick) > [15]> or <<(mode) = [init]> and <(tick) > [9]>>> then\n set [⛈️ status v] to [-5]\nend\nif <.status_only> then\n if <not <[] = [1]>> then\n set [.status v] to (⛈️ STATUS)\n set [⛈️ status v] to [0]\n end\nelse\n if <<(tick) > [15]> or <<(mode) = [init]> and <(tick) > [9]>>> then\n broadcast (loading-end v)\n if <<not <keep_status>> or <(mode) = [init]>> then\n if <not <(mode) = [loadinglevel2]>> then\n broadcast (@failed to load v)\n end\n end\n end\nend\n\ndefine 🌧️ Decode Response (response) <.status>\nif <(letter (length of (response)) of (response)) = [2]> then\n if <(letter ((length of (response)) - (1)) of (response)) = [2]> then\n if <(letter ((length of (response)) - (2)) of (response)) = [2]> then\n if <(letter ((length of (response)) - (3)) of (response)) = [2]> then\n add (join [=] (response)) to [parsed responses v]\n set [@new v] to [False]\n set [⛈️ status v] to [2]\n if <.status> then\n set [⛈️ status v] to [1]\n set [.status v] to [2]\n end\n end\n end\n end\nelse\n repeat until <(length of [parsed responses v]) > (join (letter ((length of (response)) - (2)) of (response)) (letter ((length of (response)) - (1)) of (response)))>\n add [] to [parsed responses v]\n end\n replace item (join (letter ((length of (response)) - (2)) of (response)) (letter ((length of (response)) - (1)) of (response))) of [parsed responses v] with (join [=] (response))\nend\n\ndefine Check cloud variable (var) <.status>\nif < (var) contains (join [.] (⛈️ REQUEST ID))?> then\n if <not <[parsed responses v] contains (join [=] (var))?>> then\n 🌧️ Decode Response (var) <.status>\n end\nend\n\ndefine Reset\nset [⛈️ status v] to [1]\nset [.status v] to [1]\ndelete all of [@decoded_response v]\n\ndefine Read responses\nset [i v] to [0]\nrepeat (length of [parsed responses v])\n change [i v] by (1)\n set [ii v] to [2]\n if < (item (i) of [parsed responses v]) contains [.]?> then\n repeat until <(letter (ii) of (item (i) of [parsed responses v])) = [.]>\n set [🌤️response_output v] to (join (🌤️response_output) (letter (ii) of (item (i) of [parsed responses v])))\n change [ii v] by (1)\n end\n end\nend\nif <(🌤️response_output) = [-9]> then\n set [⛈️ status v] to [-9]\n broadcast (@failed to load v)\nend\nset [@@page v] to [1]\n\nwhen I receive [@createnewlevel v]\nset [@@level id v] to []\nReset\nEncode (join [▷] (@username))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nset [@@level id v] to (🌤️response_output)\nset [@@level author v] to (@username)\nset [@@level shared v] to [False]\nset [@@level liked? v] to [False]\nset [@@level stared? v] to [False]\nset [@@level disliked? v] to [False]\nset [@@level likes v] to [0]\nset [@@level stars v] to [0]\nset [@@level name v] to [Untitled]\nset [@@level author v] to (username)\nset [@@level createdate v] to [\[Failed to load\]]\nbroadcast (@get-level-info v) and wait\nbroadcast (loading-end v)\nif <not <(input) = []>> then\n wait (1.5) seconds\n broadcast (@post level v)\nend\n\nwhen flag clicked\nReset\nset [@username v] to (username)\n\nwhen I receive [@ack v]\nif <not <(⛈️ STATUS) = [1]>> then\n Encode (join [ack] (@username))\n set [@new v] to [?]\n 🌩️ Request data (//output) keep_req_id <> keep_status .status_only <>\n Read responses\n delete all of [@ack_response v]\n Decode (🌤️response_output) ack \n if <(length of [@ack_response v]) = [3]> then\n set [@messages v] to (item (1) of [@ack_response v])\n set [@banned v] to (item (2) of [@ack_response v])\n set [@new v] to (item (3) of [@ack_response v])\n end\nend\n\nwhen I receive [@get-your-levels-bundle v]\nbroadcast (loading v)\nset [@@level code v] to [0]\nReset\nEncode (join (join [projectsbundle▷] (@username)) (join [;] (join (@username) (join [;] (join (@@tab) (join [;] [none]))))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\n broadcast (loading-end v)\nend\n\nwhen I receive [@deletelevel v]\nEncode (join (join [delete▷] (@username)) (join [;] (___level_to_delete)))\n🌩️ Ping (//output) --reset status []\n\ndefine 🌩️ Ping (list_id) --reset status (reset status)\nset [tick v] to [0]\nset [🌤️response_output v] to []\nset [⛈️ request id v] to (join [.] (join (pick random (10000) to (99999)) [1]))\nset [☁ to_host v] to (join (list_id) (⛈️ REQUEST ID))\nif <not <(reset status) = [False]>> then\n set [⛈️ status v] to [2]\nend\n\nwhen I receive [@post level v]\nbroadcast (\[NOTIF\]postlevel v)\nif <(@@LEVEL author) = (@username)> then\n set [⛈️ status v] to [1]\n broadcast (@theme change v)\n broadcast (getdta v) and wait\n set [@@level code v] to (output)\n if <(join [=] (@@LEVEL code)) = (join [=] (@LEVEL CHANGED))> then\n set [🌤️response_output v] to (length of (@@LEVEL code))\n set [⛈️ status v] to [2]\n else\n set [@level changed v] to (@@LEVEL code)\n wait (0.2) seconds\n 🌩️ Prepare send of level (output)\n set [i v] to [0]\n repeat (length of [@to_send v])\n change [i v] by (1)\n if <(length of (i)) = [1]> then\n set [ii v] to (join [0] (join [0] (i)))\n else\n if <(length of (i)) = [2]> then\n set [ii v] to (join [0] (i))\n else\n set [ii v] to (i)\n end\n end\n set [☁ to_host v] to (join [-] (join (ii) (item (i) of [@to_send v])))\n wait (0.15) seconds\n end\n wait (0.3) seconds\n Reset\n Encode (join [completesave▷] (@@LEVEL id))\n 🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\n Read responses\n end\nend\n\ndefine 🌩️ Prepare send of level (level code)\ndelete all of [@to_send v]\nset [i v] to [0]\nset [ii v] to []\nrepeat (length of (level code))\n change [i v] by (1)\n set [ii v] to (join (ii) (letter (i) of (level code)))\n if <((i) mod (220)) = [0]> then\n add (join (join (ii) [.]) (@@LEVEL id)) to [@to_send v]\n set [ii v] to []\n end\nend\nadd (join (join (ii) [.]) (@@LEVEL id)) to [@to_send v]\n\nwhen I receive [@get-level-info v]\nReset\nEncode (join [levelinfo▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\n set [@@level author v] to (item (1) of [@decoded_response v])\n set [@@level difficulity v] to (item (2) of [@decoded_response v])\n set [@@level name v] to (item (3) of [@decoded_response v])\n set [@@level remixes v] to (item (4) of [@decoded_response v])\n set [@@level shared v] to (item (5) of [@decoded_response v])\n set [@@level timestamp v] to (item (7) of [@decoded_response v])\n set [@@level likes v] to (item (8) of [@decoded_response v])\n set [@@level stars v] to (item (9) of [@decoded_response v])\n set [@@level views v] to (item (10) of [@decoded_response v])\n set [@@level wins v] to (item (11) of [@decoded_response v])\n set [@@level theme v] to (item (12) of [@decoded_response v])\n set [@@level difficulity v] to (item (13) of [@decoded_response v])\n set [@@level liked? v] to (item (14) of [@decoded_response v])\n set [@@level stared? v] to (item (15) of [@decoded_response v])\n set [@@level disliked? v] to (item (16) of [@decoded_response v])\n set [@@level parent id v] to (item (17) of [@decoded_response v])\n set [@@level reviewed v] to (item (18) of [@decoded_response v])\n set [@@level dislikes v] to (item (19) of [@decoded_response v])\n if <(@@LEVEL reviewed) = [0]> then\n set [@@level shared v] to [True]\n end\nelse\n set [modus v] to [home]\n broadcast (editor-to-home v)\n broadcast (@failed to load v)\nend\n\nwhen I receive [@get-level-code v]\nReset\nEncode (join [levelcode▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nset [@@level code v] to (🌤️response_output)\nset [@level changed v] to (🌤️response_output)\n\nwhen I receive [@theme change v]\nEncode (join [theme▷] (join (@@LEVEL id) (join [;] (@@LEVEL theme))))\n🌩️ Ping (//output) --reset status [False]\n\nwhen I receive [@like remove v]\nstop [other scripts in sprite v]\nset [@@level liked? v] to [False]\nchange [@@level likes v] by (-1)\nEncode (join [like-remove▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@edit-name v]\nReset\nEncode (join [rename▷] (join (@@LEVEL id) (join [;] (@@LEVEL name))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [1]\nwait (0.1) seconds\nbroadcast (@get-level-info v)\n\nwhen I receive [@sharelevel v]\nstop [other scripts in sprite v]\nReset\nEncode (join [share▷] (___level_to_share))\n🌩️ Ping (//output) --reset status []\nif <(mode) = [mystuff]> then\n erase all\n wait (0.1) seconds\n broadcast (@get-your-levels-bundle v)\nend\nif <(mode) = [spotlight]> then\n wait (0.1) seconds\n broadcast (@get-level v)\nend\n\nwhen I receive [@validatelevel v]\nReset\nEncode (join [validate▷] (@@LEVEL id))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\n\nwhen I receive [@unsharelevel v]\nstop [other scripts in sprite v]\nReset\nEncode (join [unshare▷] (___level_to_share))\n🌩️ Ping (//output) --reset status []\nif <(mode) = [mystuff]> then\n erase all\n wait (0.1) seconds\n broadcast (@get-your-levels-bundle v)\nend\nif <(mode) = [spotlight]> then\n wait (0.1) seconds\n broadcast (@get-level-info v)\nend\n\nwhen I receive [@like add v]\nstop [other scripts in sprite v]\nset [@@level liked? v] to [True]\nchange [@@level likes v] by (1)\nEncode (join [like-add▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@star add v]\nstop [other scripts in sprite v]\nset [@@level stared? v] to [True]\nchange [@@level stars v] by (1)\nEncode (join [star-add▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@star remove v]\nstop [other scripts in sprite v]\nset [@@level stared? v] to [False]\nchange [@@level stars v] by (-1)\nEncode (join [star-remove▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@dislike add v]\nstop [other scripts in sprite v]\nset [@@level disliked? v] to [True]\nchange [@@level dislikes v] by (1)\nEncode (join [dislike-add▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@dislike remove v]\nstop [other scripts in sprite v]\nset [@@level disliked? v] to [False]\nchange [@@level dislikes v] by (-1)\nEncode (join [dislike-remove▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@remix v]\nReset\nEncode (join [remix▷] (join (@username) (join [;] (@@LEVEL id))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\n set [@@level author v] to (item (1) of [@decoded_response v])\n set [@@level difficulity v] to (item (2) of [@decoded_response v])\n set [@@level name v] to (item (3) of [@decoded_response v])\n set [@@level remixes v] to (item (4) of [@decoded_response v])\n set [@@level shared v] to (item (5) of [@decoded_response v])\n set [@@level timestamp v] to (item (7) of [@decoded_response v])\n set [@@level likes v] to (item (8) of [@decoded_response v])\n set [@@level stars v] to (item (9) of [@decoded_response v])\n set [@@level views v] to (item (10) of [@decoded_response v])\n set [@@level wins v] to (item (11) of [@decoded_response v])\n set [@@level theme v] to (item (12) of [@decoded_response v])\n set [@@level liked? v] to (item (13) of [@decoded_response v])\n set [@@level stared? v] to (item (14) of [@decoded_response v])\n set [@@level disliked? v] to (item (15) of [@decoded_response v])\n set [@@level id v] to (item (16) of [@decoded_response v])\n set [@@level parent id v] to (item (17) of [@decoded_response v])\n set [@@level dislikes v] to [0]\nend\n\nwhen I receive [@messages v]\nReset\nEncode (join [messages▷] (join (@username) (join [;] (@@MESSAGES offset))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\nend\nset [@messages v] to (item (length of [@decoded_response v]) of [@decoded_response v])\nif <(length of [@decoded_response v]) = [1]> then\n set [🌤️response_output v] to [-2]\nend\nbroadcast (loading-end v)\n\nwhen I receive [@clear all messages v]\ndelete all of [@decoded_response v]\nReset\nEncode (join [clearmessages▷] (join (@username) [;all]))\n🌩️ Ping (//output) --reset status []\nset [🌤️response_output v] to [-2]\nset [@messages v] to [0]\n\nwhen I receive [@clear message page v]\nReset\nEncode (join [clearmessages▷] (join (@username) [;4]))\n🌩️ Ping (//output) --reset status [False]\nwait (0.05) seconds\nbroadcast (@messages v)\n\nwhen I receive [@old-messages v]\nReset\nEncode (join [oldmessages▷] (join (@username) (join [;] (@@MESSAGES offset))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\nend\nbroadcast (loading-end v)\n\nwhen I receive [@get-public-levels-bundle v]\nbroadcast (loading v)\nset [@@level code v] to [0]\nReset\nif <(@@tab) = [recent]> then\n Encode (join [bundle▷recent/] (@@RECENT sub_page))\nelse\n if <(@@tab) = [played]> then\n Encode (join [bundle▷played/] (@username))\n else\n if <(@@tab) = [premium]> then\n Encode (join [bundle▷premium/] (@@RECENT sub_page))\n else\n if <(@@tab) = [toploved]> then\n Encode (join [bundle▷toploved/] (@@RECENT sub_page))\n else\n if <(@@tab) = [feed]> then\n Encode (join [bundle▷feed/] (@username))\n else\n if <(@@tab) = [more]> then\n Encode (join [bundle▷more/] (@username))\n else\n if <(@@tab) = [remixes]> then\n Encode (join [remixes▷] (@@LEVEL id))\n else\n if <(@@tab) = [search]> then\n Encode (join [search▷] (answer))\n else\n Encode (join [bundle▷] (@@tab))\n end\n end\n end\n end\n end\n end\n end\nend\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\n broadcast (loading-end v)\nend\n\nwhen I receive [@get-level v]\nset [@@level code v] to [0]\nerase all\nbroadcast (loading v)\nbroadcast (\[NOTIF\]lodinginfo v)\nReset\nEncode (join [download▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only \nRead responses\nDecode (🌤️response_output) ack <>\nset [@@level author v] to (item (1) of [@decoded_response v])\nset [@@level difficulity v] to (item (2) of [@decoded_response v])\nset [@@level name v] to (item (3) of [@decoded_response v])\nset [@@level remixes v] to (item (4) of [@decoded_response v])\nset [@@level shared v] to (item (5) of [@decoded_response v])\nset [@@level timestamp v] to (item (7) of [@decoded_response v])\nset [@@level likes v] to (item (8) of [@decoded_response v])\nset [@@level stars v] to (item (9) of [@decoded_response v])\nset [@@level views v] to (item (10) of [@decoded_response v])\nset [@@level wins v] to (item (11) of [@decoded_response v])\nset [@@level theme v] to (item (12) of [@decoded_response v])\nset [@@level difficulity v] to (item (13) of [@decoded_response v])\nset [@@level liked? v] to (item (14) of [@decoded_response v])\nset [@@level stared? v] to (item (15) of [@decoded_response v])\nset [@@level disliked? v] to (item (16) of [@decoded_response v])\nset [@@level parent id v] to (item (17) of [@decoded_response v])\nset [@@level reviewed v] to (item (18) of [@decoded_response v])\nset [@@level id v] to (item (19) of [@decoded_response v])\nset [@@level dislikes v] to (item (20) of [@decoded_response v])\nif <(@@LEVEL reviewed) = [0]> then\n set [@@level shared v] to [True]\nend\nif <<(🌤️response_output) = [-1]> or <(.STATUS) = [-5]>> then\n broadcast (@failed to load v)\n broadcast (loading-end v)\nelse\n broadcast (\[NOTIF\]loadingcontent v)\n Reset\n change [⛈️ request id v] by (1)\n 🌩️ Request data [] keep_req_id keep_status <> .status_only <>\n Read responses\n set [@@level code v] to (🌤️response_output)\n set [@level changed v] to (🌤️response_output)\n broadcast (loading-end v)\nend\n\nwhen I receive [@get-random-level v]\nset [@@level id v] to [random]\nbroadcast (@get-level v)\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 I receive [@set diff v]\nEncode (join [diffset▷] (join (@@LEVEL id) (join [;] (@@LEVEL difficulity))))\n🌩️ Ping (//output) --reset status [False]\n\nwhen I receive [@win add v]\nstop [other scripts in sprite v]\nchange [@@level wins v] by (1)\nEncode (join [win-add▷] (join (@@LEVEL id) (join [;] (@username))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@get-user-info v]\nReset\nbroadcast (loading v)\nEncode (join [userinfo▷] (join (@profile-on) (join [;] (@username))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nDecode (🌤️response_output) ack <>\nif <(length of [@decoded_response v]) = [1]> then\n broadcast (@failed to load v)\nelse\n set [@@profile following v] to (item (2) of [@decoded_response v])\n set [@@profile notifs-on v] to (item (8) of [@decoded_response v])\nend\nbroadcast (loading-end v)\n\nwhen I receive [@follow add v]\nstop [other scripts in sprite v]\nset [@@profile following v] to [True]\nEncode (join [follow-add▷] (join (@username) (join [;] (@profile-on))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\nreplace item (3) of [@decoded_response v] with ((item (3) of [@decoded_response v]) + (1))\nif <(@username) = (@profile-on)> then\n replace item (4) of [@decoded_response v] with ((item (4) of [@decoded_response v]) + (1))\nend\n\nwhen I receive [@follow remove v]\nstop [other scripts in sprite v]\nset [@@profile following v] to [False]\nEncode (join [follow-remove▷] (join (@username) (join [;] (@profile-on))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\nreplace item (3) of [@decoded_response v] with ((item (3) of [@decoded_response v]) + (-1))\nif <(@username) = (@profile-on)> then\n replace item (4) of [@decoded_response v] with ((item (4) of [@decoded_response v]) + (-1))\nend\n\nwhen I receive [@get-user-levels-bundle v]\nbroadcast (loading v)\nset [@@level code v] to [0]\nReset\nEncode (join (join [projectsbundle▷] (@profile-on)) (join [;] (join (@username) (join [;] (join [shared] (join [;] (@@tab)))))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\n broadcast (loading-end v)\nend\n\nwhen I receive [@notifs enable v]\nstop [other scripts in sprite v]\nset [@@profile notifs-on v] to [True]\nEncode (join [mark-add▷] (join (@username) (join [;] (@profile-on))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@notifs disable v]\nstop [other scripts in sprite v]\nset [@@profile notifs-on v] to [False]\nEncode (join [mark-remove▷] (join (@username) (join [;] (@profile-on))))\n🌩️ Ping (//output) --reset status []\nset [⛈️ status v] to [2]\n\nwhen I receive [@get-user-favorite-bundle v]\nbroadcast (loading v)\nset [@@level code v] to [0]\nReset\nEncode (join (join [staredbundle▷] (@profile-on)) (join [;] (join (@username) (join [;] (join [shared] (join [;] (@@tab)))))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nif <(⛈️ STATUS) = [2]> then\n Decode (🌤️response_output) ack <>\n broadcast (loading-end v)\nend\n\nwhen I receive [@get-user-attr v]\nReset\nbroadcast (loading v)\nEncode (join [userattr▷] (join (@profile-on) (join [;] (@@tab))))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nDecode (🌤️response_output) ack <>\nbroadcast (loading-end v)\n\nwhen I receive [@get-user-following v]\nReset\nbroadcast (loading v)\nEncode (join [userattr▷] (join (@profile-on) (join [;] [following])))\n🌩️ Request data (//output) keep_req_id <> keep_status <> .status_only <>\nRead responses\nDecode (🌤️response_output) ack <>\n\nwhen I receive [notloggedin v]\nstop [other scripts in sprite v]\n\n@Not Logged In\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [notloggedin v]\nif <(open) = [0]> then\n go to x: (0) y: (20)\n stop [other scripts in sprite v]\n set [open v] to [1]\n set [clone-id v] to [login]\n create clone of (_myself_ v)\nend\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nset [@banned v] to [False]\nforever\n if <(@banned) = [True]> then\n set [mode v] to [-]\n set [clone-id v] to [ban]\n create clone of (_myself_ v)\n broadcast (close-headbar v)\n wait until <not <mouse down?>>\n wait until <mouse down?>\n stop [all v]\n end\nend\n\n@Title bar\n\nwhen flag clicked\nhide\nset [____________ id v] to [main]\n\nwhen I receive [init ui v]\nif <(____________ id) = [main]> then\n switch costume to (costume1 v)\n show\n wait until <(⛈️ STATUS) = [2]>\n set x to (-120)\n set [____________ id v] to [profile]\n create clone of (_myself_ v)\n set [____________ id v] to [mystuff]\n create clone of (_myself_ v)\n set [____________ id v] to [profile-icon]\n create clone of (_myself_ v)\n set [____________ id v] to [mystuff-icon]\n create clone of (_myself_ v)\n set [____________ id v] to [messages]\n create clone of (_myself_ v)\n set [____________ id v] to [messages-icon]\n create clone of (_myself_ v)\n set [____________ id v] to [main]\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [_________ brightness v] to [10]\nif < (____________ id) contains [icon]?> then\n change y by (15)\nend\ngo to [front v] layer\nforever\n change [ghost v] effect by (-10)\n if <(____________ id) = [messages-icon]> then\n if <(@messages) < [6]> then\n switch costume to (join [messages-icon] (@messages))\n else\n switch costume to (messages-icon6 v)\n end\n else\n switch costume to (____________ id)\n end\n show\n if < (____________ id) contains [icon]?> then\n go to [front v] layer\n go [backward v] (1) layers\n if < (____________ id) contains (__________top-bar-touching)?> then\n change y by (((y position) - (3)) / (-3))\n else\n change y by ((y position) / (-3))\n end\n else\n if <touching (mouse-pointer v)?> then\n set [__________top-bar-touching v] to (____________ id)\n change [_________ brightness v] by (-2)\n if <(_________ brightness) < [0]> then\n set [_________ brightness v] to [0]\n end\n else\n if <(__________top-bar-touching) = (____________ id)> then\n set [__________top-bar-touching v] to [none]\n end\n change [_________ brightness v] by (2)\n if <[10] < (_________ brightness)> then\n set [_________ brightness v] to [10]\n end\n end\n set [brightness v] effect to (((_________ brightness) + (-10)) * (0.5))\n go to [back v] layer\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(⛈️ STATUS) = [2]> then\n broadcast (failedtoload close v)\n if <(____________ id) = [profile]> then\n set [theme v] to [ui]\n set [mode v] to [profile]\n set [@profile-on v] to (@username)\n broadcast (@get-user-info v)\n end\n if <(____________ id) = [home]> then\n if <not <(mode) = [home]>> then\n set [theme v] to [ui]\n set [mode v] to [home]\n broadcast (home v)\n end\n end\n if <(____________ id) = [mystuff]> then\n if <not <(mode) = [mystuff]>> then\n set [mode v] to [mystuff]\n set [@@tab v] to [all]\n broadcast (mystuff v)\n end\n end\n if <(____________ id) = [messages]> then\n if <(mode) = [messages]> then\n set [@@tab v] to [unread]\n broadcast (loading v)\n broadcast (@messages v)\n else\n set [theme v] to [ui]\n set [mode v] to [messages]\n set [@@tab v] to [unread]\n broadcast (messages-site v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [trans1 v]\nset [\side-bar opened v] to [0]\ndelete this clone\n\nwhen I receive [close-headbar v]\ndelete this clone\n\n@Loading\n\nwhen flag clicked\nhide\n\nwhen I receive [loading v]\nshow\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nforever\n change [ghost v] effect by (-10)\n set size to ((80) + ()) %\n go to x: (0) y: (-20)\n if <(mode) = [messages]> then\n go to x: (-45) y: (-20)\n else\n if <<(mode) = [mystuff]> or <(mode) = [community]>> then\n go to x: (-80) y: (-20)\n end\n end\n turn right (18) degrees\nend\n\nwhen I receive [loading-end v]\nstop [other scripts in sprite v]\nrepeat (4)\n change size by (10)\n change [ghost v] effect by (25)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [@createnewlevel v]\nwait (1) seconds\nwait until <(⛈️ STATUS) = [2]>\nwait (0.5) seconds\nif <(⛈️ STATUS) = [2]> then\n set [ghost v] effect to (100)\n switch costume to (level created v)\n set y to (-220)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\n end\nend\n\nwhen I receive [post-notif v]\nif <(@@LEVEL author) = (@username)> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n switch costume to (saving v)\n set y to (-220)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\n end\n wait until <not <(⛈️ STATUS) = [1]>>\n wait (0) seconds\n stop [other scripts in sprite v]\n change [ghost v] effect by (100)\n if <<not <([🌤️response_output v] of [cloud requests v]) = (length of (@LEVEL CHANGED))>> or <(⛈️ STATUS) = [-5]>> then\n switch costume to (save failure v)\n set y to (-220)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\n end\n set [@level changed v] to [0]\n wait (1.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\n end\n else\n switch costume to (level saved v)\n set y to (-220)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\n end\n wait (0.75) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\n end\n switch costume to (level saved2 v)\n set y to (-220)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\n end\n wait (0.75) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\n end\n end\nend\n\nwhen I receive [@sharelevel v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\n\nwhen I receive [\[proj\] remix v]\nset [ghost v] effect to (100)\nswitch costume to (remixing v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait (1) seconds\nwait until <(⛈️ STATUS) = [2]>\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\nset [ghost v] effect to (100)\nswitch costume to (remix created v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [@deletelevel v]\nset [ghost v] effect to (100)\nswitch costume to (del v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [\[notif\]lodinginfo v]\nset [ghost v] effect to (100)\nswitch costume to (info v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait until <not <(⛈️ STATUS) = [1]>>\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [\[notif\]loadingcontent v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\nset [ghost v] effect to (100)\nswitch costume to (content v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait until <not <(⛈️ STATUS) = [1]>>\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [@get-level-info v]\nset [ghost v] effect to (100)\nswitch costume to (info v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait until <not <(⛈️ STATUS) = [1]>>\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nbroadcast (@post level v)\n\nwhen I receive [@get-level-info v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\n\nwhen I receive [@get-user-info v]\nset [ghost v] effect to (100)\nswitch costume to (info2 v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait until <not <(⛈️ STATUS) = [1]>>\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [@notifs enable v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nswitch costume to (notif enabled v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [@notifs disable v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nswitch costume to (notif disabled v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen I receive [shutdownnotice-close v]\nshow\nset [ghost v] effect to (100)\nswitch costume to (welcome v)\nset y to (-220)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((y position) - (-145)) / (-2))\nend\nwait until <<(⛈️ STATUS) = [2]> or <(⛈️ STATUS) = [-5]>>\nbroadcast (loading-end v)\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((y position) - (-220)) / (-3.5))\nend\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen I receive [init-home v]\nhide\nwait until <(⛈️ STATUS) = [2]>\nset [mode v] to [home]\nbroadcast (loading-end v)\nHome Menu Init\n\ndefine Home Menu Init\nset [i v] to [0]\nrepeat (6)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (75) %\nset [ghost v] effect to (100)\nswitch costume to (join [button] (i))\nset [brightness v] to [0]\nforever\n if <(mode) = [home]> then\n change [ghost v] effect by (-10)\n change size by (((size) - (100)) / (-3))\n if <touching (mouse-pointer v)?> then\n set [brightness v] to [-10]\n if <mouse down?> then\n set [brightness v] effect to (-20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(i) = [1]> then\n set [mode v] to [newlevel]\n end\n if <(i) = [2]> then\n set [mode v] to [community]\n set [@@tab v] to [foryou]\n broadcast (community v)\n end\n if <(i) = [3]> then\n set [mode v] to [mystuff]\n set [@@tab v] to [all]\n broadcast (mystuff v)\n end\n if <(i) = [4]> then\n set [theme v] to [ui]\n set [mode v] to [messages]\n set [@@tab v] to [unread]\n broadcast (messages-site v)\n end\n if <(i) = [5]> then\n set [@@level id v] to [random]\n broadcast (@get-level v)\n set [mode v] to [spotlight]\n end\n if <(i) = [6]> then\n hide\n set [@@level shared v] to [?]\n ask [Enter a level name, a level id or a username:] and wait\n if <not <(answer) = []>> then\n set [@@tab v] to [search]\n set [mode v] to [search]\n broadcast (@get-public-levels-bundle v)\n end\n show\n end\n end\n end\n else\n change [brightness v] by (2)\n if <[0] < (brightness)> then\n set [brightness v] to [0]\n end\n end\n set [brightness v] effect to (brightness)\n else\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (20)\n change size by (-5)\n end\n delete this clone\n end\nend\n\nwhen I receive [home v]\nwait until <(⛈️ STATUS) = [2]>\nbroadcast (loading-end v)\nHome Menu Init\n\n@NewLevel UI\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n wait until <(mode) = [newlevel]>\n set [clone id v] to [button1]\n create clone of (_myself_ v)\n set [clone id v] to [button2]\n create clone of (_myself_ v)\n set [clone id v] to [button3]\n create clone of (_myself_ v)\n wait until <not <(mode) = [newlevel]>>\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-200)\nforever\n switch costume to (clone id)\n if <<(mode) = [newlevelinput]> or <(mode) = [newlevel]>> then\n change y by ((y position) / (-2))\n show\n clear graphic effects\n set [ghost v] effect to (0)\n if <not <(clone id) = [button3]>> then\n if <(mode) = [newlevelinput]> then\n set [ghost v] effect to (70)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-8)\n if <mouse down?> then\n repeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n change y by ((y position) / (-5))\n end\n if <touching (mouse-pointer v)?> then\n set [mode v] to [newlevelinput]\n set [input v] to []\n set [@@level code v] to [10]\n if <(clone id) = [button2]> then\n stamp\n hide\n ask [📋 Paste your level code:] and wait\n erase all\n set [input v] to (answer)\n set [@@level code v] to (answer)\n end\n broadcast (@createnewlevel v)\n broadcast (loading v)\n set [mode v] to [creatingnewlevel]\n end\n end\n end\n end\n end\n else\n repeat (5)\n change size by (-5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@SFEplus\n\ndefine CommunityLevels\nset [iter v] to [0]\nif <mouse down?> then\n set [mouse_down v] to [1]\nend\nif <not < (mode) contains [userlevels]?>> then\n switch costume to (@@tab)\n clear graphic effects\n set [ghost v] effect to (0)\n set size to (95) %\n go to x: (-213) y: (93)\n stamp\nend\nif <([🌤️response_output v] of [cloud requests v]) = [-2]> then\n clear graphic effects\n set [ghost v] effect to (8)\n set size to (100) %\n go to x: (-82) y: (-30)\n if <(@@tab) = [recent]> then\n switch costume to (noapi3 v)\n else\n switch costume to (nolvl v)\n end\n stamp\nelse\n if <([🌤️response_output v] of [cloud requests v]) = [-1]> then\n clear graphic effects\n set [ghost v] effect to (8)\n set size to (100) %\n go to x: (-82) y: (-30)\n switch costume to (noapi v)\n stamp\n else\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [] [0] [0] [100]\n if <(mode) = [userlevels]> then\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [0] [0] [0] [100]\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join (join (@profile-on) [ > Shared Levels ]) (join [\(] (join (item (length of [@decoded_response v]) of [@decoded_response v]) (join [\) - Page ] (@@page)))))\n else\n if <(mode) = [stareduserlevels]> then\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [0] [0] [0] [100]\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join (join (@profile-on) [ > Favorited Levels ]) (join [\(] (join (item (length of [@decoded_response v]) of [@decoded_response v]) (join [\) - Page ] (@@page)))))\n else\n if <<<(@@tab) = [recent]> or <(@@tab) = [toploved]>> or <(@@tab) = [premium]>> then\n SFE | Print Line: Pos [0] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [Page ] ((((@@RECENT sub_page) - (1)) * (5)) + (@@page)))\n else\n SFE | Print Line: Pos [0] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [Page ] (@@page))\n end\n end\n end\n set [i v] to (((@@page) * (4)) - (3))\n set [o v] to [0]\n repeat (4)\n change [o v] by (1)\n if <not <(i) > ((length of [@decoded_response v]) / (6))>> then\n go to x: (-10) y: (0)\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (item (((i) * (6)) - (3)) of [@decoded_response v])\n set size to (70) %\n go to x: (-175) y: ((117) + ((o) * (-60)))\n stamp\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [] [0] [0] [100]\n SFE | Print Line: Pos [-190] ((104) + ((o) * (-60))) Size [10.4] Angle [] Bounds [] [] Space [] Align [l] [] Text (item (((i) * (6)) - (4)) of [@decoded_response v])\n \n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (cover v)\n set size to (70) %\n go to x: (-175) y: ((117) + ((o) * (-60)))\n stamp\n if <<(@@tab) = [played]> or <<(@@tab) = [more]> or <<(@@tab) = []> or < (mode) contains [userlevels]?>>>> then\n clear graphic effects\n set [ghost v] effect to (0)\n if <(item (((i) * (6)) - (0)) of [@decoded_response v]) = [True]> then\n switch costume to (hearttrue v)\n else\n switch costume to (heartfalse v)\n end\n set size to (70) %\n go to x: (-210) y: ((117) + ((o) * (-60)))\n change x by (70)\n stamp\n end\n if <(@@tab) = [premium]> then\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (premiumneutral v)\n set size to (70) %\n go to x: (-185) y: ((117) + ((o) * (-60)))\n change x by (70)\n stamp\n end\n clear graphic effects\n set [ghost v] effect to (0)\n set size to (70) %\n go to x: (-175) y: ((117) + ((o) * (-60)))\n if <<(@@tab) = [topremixed]> or <(@@tab) = [remixes]>> then\n switch costume to (remixneutral v)\n else\n if <(@@tab) = [toploved]> then\n switch costume to (heartneutral v)\n else\n if <(@@tab) = [popular]> then\n switch costume to (eye v)\n else\n if <(@@tab) = [feed]> then\n switch costume to (feedneutral v)\n if <touching (mouse-pointer v)?> then\n switch costume to (join [feedHover] (item (((i) * (6)) - (2)) of [@decoded_response v]))\n end\n else\n switch costume to (mini v)\n end\n end\n end\n end\n stamp\n SFE | Switch to Font [work sans]\n SFE | Print Line: Pos [-189] ((83) + ((o) * (-60))) Size [9.8] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [by ] (item (((i) * (6)) - (1)) of [@decoded_response v]))\n SFE | Switch to Font [work sans semibold]\n if <(@@tab) = [recent]> then\n if <(item (((i) * (6)) - (2)) of [@decoded_response v]) < [60]> then\n SFE | Print Line: Pos [-40] ((107.4) + ((o) * (-60))) Size [8.2] Angle [] Bounds [] [] Space [] Align [l] [] Text (join (item (((i) * (6)) - (2)) of [@decoded_response v]) [ min ago])\n else\n SFE | Print Line: Pos [-40] ((107.4) + ((o) * (-60))) Size [8.2] Angle [] Bounds [] [] Space [] Align [l] [] Text (join ([floor v] of ((item (((i) * (6)) - (2)) of [@decoded_response v]) / (60)) ) [ hr ago])\n end\n else\n SFE | Print Line: Pos [-12.8] ((107.4) + ((o) * (-60))) Size [8.2] Angle [] Bounds [] [] Space [] Align [l] [] Text (item (((i) * (6)) - (2)) of [@decoded_response v])\n if <(@@tab) = [feed]> then\n end\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (prev-overlay v)\n set size to (70) %\n go to x: (-175) y: ((116) + ((o) * (-60)))\n stamp\n clear graphic effects\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (prev-play v)\n set size to (70) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [spotlight]\n set [@@level id v] to (item (((i) * (6)) - (5)) of [@decoded_response v])\n broadcast (@get-level v)\n end\n end\n end\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (profile-button-prev v)\n set size to (70) %\n go to x: (-175) y: ((116) + ((o) * (-60)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n if <mouse down?> then\n set [ghost v] effect to (-30)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [profile]\n set [@profile-on v] to (item (((i) * (6)) - (1)) of [@decoded_response v])\n broadcast (@get-user-info v)\n end\n end\n end\n stamp\n end\n change [i v] by (1)\n end\n end\nend\nif <<(@@page) = [5]> and <<<(@@tab) = [recent]> or <(@@tab) = [premium]>> or <(@@tab) = [toploved]>>> then\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (load more v)\n set size to (70) %\n go to x: (-85) y: (-145)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [@@page v] to [1]\n change [@@recent sub_page v] by (1)\n broadcast (@get-public-levels-bundle v)\n end\n end\n end\n stamp\nend\nif <(@@tab) = [remixes]> then\n clear graphic effects\n set [ghost v] effect to (20)\n switch costume to (bg-loadmorepage v)\n set size to (80) %\n go to x: (80) y: (0)\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (loadrandom-backto v)\n set size to (80) %\n go to x: (82) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@get-level v)\n set [mode v] to [spotlight]\n stop [this script v]\n end\n end\n end\n stamp\nend\nif <(@@tab) = [more]> then\n clear graphic effects\n set [ghost v] effect to (20)\n switch costume to (bg-loadmorepage v)\n set size to (80) %\n go to x: (80) y: (0)\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (loadrandom-loadmorepage v)\n set size to (80) %\n go to x: (82) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@get-random-level v)\n set [mode v] to [spotlight]\n end\n end\n end\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (loadrandom-backto v)\n set size to (80) %\n go to x: (82) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@get-level v)\n set [mode v] to [spotlight]\n stop [this script v]\n end\n end\n end\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (com-loadmorepage2 v)\n set size to (80) %\n go to x: (82) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@get-public-levels-bundle v)\n set [mode v] to [community]\n broadcast (community v)\n set [@@tab v] to [recent]\n stop [this script v]\n end\n end\n end\n stamp\nend\nif <not <mouse down?>> then\n set [mouse_down v] to [0]\nend\n\ndefine zzsfe_width (s) (cs) (t)\nset [zzsfe_2 v] to [1]\nset [zzsfe_3 v] to [0]\nset [zzsfe_4 v] to [0]\nset [zzsfe_6 v] to [0]\nrepeat (length of (t))\n switch costume to (sfe v)\n switch costume to (join (letter (zzsfe_2) of (t)) (zzsfe_fontID))\n if <(costume [number v]) > [2]> then\n set [zzsfe_5 v] to (item (costume [number v]) of [zzsfe_ckern v])\n change [zzsfe_4 v] by ((item (costume [number v]) of [zzsfe_cwidth v]) + ((SFE | Kerning) * (join (join (letter ((zzsfe_3) - (3)) of (zzsfe_5)) (letter ((zzsfe_3) - (2)) of (zzsfe_5))) (join (letter ((zzsfe_3) - (1)) of (zzsfe_5)) (letter (zzsfe_3) of (zzsfe_5))))))\n change [zzsfe_6 v] by (1)\n end\n set [zzsfe_3 v] to ((4) * ((costume [number v]) - (zzsfe_fontStart)))\n change [zzsfe_2 v] by (1)\nend\nset [zzsfe_2 v] to ((s) * (zzsfe_4))\nif <(zzsfe_6) > [0]> then\n change [zzsfe_2 v] by ((s) * (((zzsfe_6) - (1)) * (cs)))\nend\n\ndefine zzsfe_print (l) (r) (cs) (ax) (ay) (a) (t)\nset [zzsfe_0 v] to ([cos v] of (a) )\nset [zzsfe_1 v] to ([sin v] of (a) )\nif <(ax) = [0]> then\n set [zzsfe_6 v] to [0]\nelse\n zzsfe_width (SFE | Size) (cs) (t)\n change [sfe | x v] by ((ax) * ((zzsfe_0) * (zzsfe_2)))\n change [sfe | y v] by ((ax) * ((zzsfe_1) * (zzsfe_2)))\n set [zzsfe_6 v] to ((ax) * (zzsfe_2))\nend\nchange [sfe | x v] by (((-1) * (ay)) * ((zzsfe_1) * (SFE | Size)))\nchange [sfe | y v] by ((ay) * ((zzsfe_0) * (SFE | Size)))\npoint in direction ((90) - (a))\nif <((3.125) * (SFE | Size)) < [100]> then\n switch costume to (sfe v)\nelse\n switch costume to (mini v)\nend\nset size to ((3.125) * (SFE | Size)) %\nset [color v] effect to (zzsfe_c0)\nif <not <<(SFE | Underline Height) = [none]> or <(SFE | Underline Color) = [none]>>> then\n if <(ax) = [0]> then\n zzsfe_width (SFE | Size) (cs) (t)\n set [zzsfe_6 v] to [0]\n end\n if <(zzsfe_6) > (l)> then\n set [zzsfe_3 v] to (zzsfe_6)\n else\n set [zzsfe_3 v] to (l)\n end\n if <((zzsfe_6) + (zzsfe_2)) < (r)> then\n set [zzsfe_4 v] to ((zzsfe_6) + (zzsfe_2))\n else\n set [zzsfe_4 v] to (r)\n end\n change [zzsfe_3 v] by ((-1) * (zzsfe_6))\n change [zzsfe_4 v] by ((-1) * (zzsfe_6))\n switch costume to (sfe v)\n set pen (transparency v) to (100)\nend\nset [zzsfe_0 v] to ((SFE | Size) * (zzsfe_0))\nset [zzsfe_1 v] to ((SFE | Size) * (zzsfe_1))\nset [zzsfe_2 v] to [1]\nset [zzsfe_3 v] to [0]\nrepeat (length of (t))\n switch costume to (sfe v)\n switch costume to (join (letter (zzsfe_2) of (t)) (zzsfe_fontID))\n set [zzsfe_4 v] to (costume [number v])\n if <(zzsfe_4) > [2]> then\n set [zzsfe_5 v] to (item (zzsfe_4) of [zzsfe_ckern v])\n set [zzsfe_5 v] to ((SFE | Kerning) * (join (join (letter ((zzsfe_3) - (3)) of (zzsfe_5)) (letter ((zzsfe_3) - (2)) of (zzsfe_5))) (join (letter ((zzsfe_3) - (1)) of (zzsfe_5)) (letter (zzsfe_3) of (zzsfe_5)))))\n change [sfe | x v] by ((zzsfe_0) * (zzsfe_5))\n change [sfe | y v] by ((zzsfe_1) * (zzsfe_5))\n change [zzsfe_6 v] by ((SFE | Size) * (zzsfe_5))\n set [zzsfe_5 v] to (item (zzsfe_4) of [zzsfe_cwidth v])\n if <not <<(zzsfe_6) < (l)> or <((zzsfe_6) + ((SFE | Size) * (zzsfe_5))) > (r)>>> then\n switch costume to (sfe v)\n go to x: (SFE | X) y: (SFE | Y)\n switch costume to (zzsfe_4)\n set [brightness v] effect to (zzsfe_b0)\n set [ghost v] effect to (zzsfe_g0)\n stamp\n set [brightness v] effect to (zzsfe_b1)\n set [ghost v] effect to (zzsfe_g1)\n stamp\n end\n change [zzsfe_5 v] by (cs)\n change [sfe | x v] by ((zzsfe_0) * (zzsfe_5))\n change [sfe | y v] by ((zzsfe_1) * (zzsfe_5))\n change [zzsfe_6 v] by ((SFE | Size) * (zzsfe_5))\n end\n set [zzsfe_3 v] to ((4) * ((zzsfe_4) - (zzsfe_fontStart)))\n change [zzsfe_2 v] by (1)\nend\nswitch costume to (mini v)\nset size to (100000) %\nswitch costume to (sfe v)\n\ngo to x: ((SFE | X) + (((zzsfe_0) * (zzsfe_3)) - ((zzsfe_1) * ((SFE | Size) * (SFE | Underline Height))))) y: ((SFE | Y) + (((zzsfe_1) * (zzsfe_3)) + ((zzsfe_0) * ((SFE | Size) * (SFE | Underline Height)))))\npen down\nset pen color to (SFE | Underline Color)\ngo to x: ((SFE | X) + (((zzsfe_0) * (zzsfe_4)) - ((zzsfe_1) * ((SFE | Size) * (SFE | Underline Height))))) y: ((SFE | Y) + (((zzsfe_1) * (zzsfe_4)) + ((zzsfe_0) * ((SFE | Size) * (SFE | Underline Height)))))\npen up\n\ndefine SFE | Print Line: Pos (x) (y) Size (s) Angle (a) Bounds (l) (r) Space (cs) Align (ax) (ay) Text (text)\npen up\nif <not <(x) = []>> then\n set [sfe | x v] to ((1) * (x))\nend\nif <not <(y) = []>> then\n set [sfe | y v] to ((1) * (y))\nend\nif <not <(s) = []>> then\n set [sfe | size v] to ((1) * (s))\nend\nif <(l) = []> then\n set [zzsfe_0 v] to ((-1) / (0))\nelse\n set [zzsfe_0 v] to ((1) * (l))\nend\nif <(r) = []> then\n set [zzsfe_1 v] to ((1) / (0))\nelse\n set [zzsfe_1 v] to ((1) * (r))\nend\nif <(ax) = [l]> then\n set [zzsfe_2 v] to ((0) * (0))\nelse\n if <(ax) = [c]> then\n set [zzsfe_2 v] to ((-1) / (2))\n else\n if <(ax) = [r]> then\n set [zzsfe_2 v] to ((1) * (-1))\n else\n set [zzsfe_2 v] to ((1) * (ax))\n if <(zzsfe_2) > [0]> then\n set [zzsfe_2 v] to ((0) * (0))\n else\n if <(zzsfe_2) < [-1]> then\n set [zzsfe_2 v] to ((1) * (-1))\n end\n end\n end\n end\nend\nif <(ay) = [b]> then\n set [zzsfe_3 v] to ((0) * (0))\nelse\n if <(ay) = [c]> then\n set [zzsfe_3 v] to ((-1) / (2))\n else\n if <(ay) = [t]> then\n set [zzsfe_3 v] to ((1) * (-1))\n else\n set [zzsfe_3 v] to ((1) * (ay))\n end\n end\nend\nzzsfe_print (zzsfe_0) (zzsfe_1) ((cs) / (1)) (zzsfe_2) (zzsfe_3) ((a) mod (360)) (text)\n\ndefine SFE | Print WW: Pos (x) (y) Size (s) Bounds (x0) (x1) (y0) (y1) Space (cs) (ls) Align (ax) (ay) Text (text)\npen up\nif <not <(x) = []>> then\n set [sfe | x v] to ((1) * (x))\nend\nif <not <(y) = []>> then\n set [sfe | y v] to ((1) * (y))\nend\nif <not <(s) = []>> then\n set [sfe | size v] to ((1) * (s))\nend\nif <(x0) = []> then\n set [zzsfe_0 v] to ((1) * (-240))\nelse\n set [zzsfe_0 v] to ((1) * (x0))\nend\nif <(x1) = []> then\n set [zzsfe_1 v] to ((1) * (240))\nelse\n set [zzsfe_1 v] to ((1) * (x1))\nend\nif <(ax) = [l]> then\n set [zzsfe_2 v] to ((0) * (0))\nelse\n if <(ax) = [c]> then\n set [zzsfe_2 v] to ((-1) / (2))\n else\n if <(ax) = [r]> then\n set [zzsfe_2 v] to ((1) * (-1))\n else\n set [zzsfe_2 v] to ((1) * (ax))\n if <(zzsfe_2) > [0]> then\n set [zzsfe_2 v] to ((0) * (0))\n else\n if <(zzsfe_2) < [-1]> then\n set [zzsfe_2 v] to ((1) * (-1))\n end\n end\n end\n end\nend\nset [zzsfe_3 v] to ((zzsfe_1) - (zzsfe_0))\nif <(x) = []> then\n set [zzsfe_4 v] to (zzsfe_3)\nelse\n if <(((zzsfe_1) - (x)) / (zzsfe_3)) > ((zzsfe_2) + (1))> then\n if <(zzsfe_2) = [0]> then\n set [zzsfe_4 v] to ((zzsfe_1) - (x))\n else\n set [zzsfe_4 v] to (((zzsfe_0) - (x)) / (zzsfe_2))\n end\n else\n if <((zzsfe_2) + (1)) = [0]> then\n set [zzsfe_4 v] to ((x) - (zzsfe_0))\n else\n set [zzsfe_4 v] to (((zzsfe_1) - (x)) / ((zzsfe_2) + (1)))\n end\n end\nend\nif <(zzsfe_4) < [0]> then\n set [zzsfe_4 v] to ((0) * (0))\nend\nzzsfe_ww ((zzsfe_3) / (SFE | Size)) ((zzsfe_4) / (SFE | Size)) ((cs) / (1)) (text) ((zzsfe_0) - ((zzsfe_2) * (zzsfe_3))) (zzsfe_2)\nif <(ls) = []> then\n set [zzsfe_3 v] to ((-1.75) * (SFE | Size))\nelse\n set [zzsfe_3 v] to (((-1) - ((0.75) * (ls))) * (SFE | Size))\nend\nif <not <(ay) = []>> then\n if <(ay) = [t]> then\n change [sfe | y v] by ((-1) * (SFE | Size))\n else\n if <(ay) = [c]> then\n change [sfe | y v] by ((((-1) * (((item (1) of [zzsfe_ww1 v]) - (1)) * (zzsfe_3))) - (SFE | Size)) / (2))\n else\n if <(ay) = [b]> then\n if <(item (1) of [zzsfe_ww1 v]) > [0]> then\n change [sfe | y v] by ((-1) * (((item (1) of [zzsfe_ww1 v]) - (1)) * (zzsfe_3)))\n end\n else\n if <(item (1) of [zzsfe_ww1 v]) > [0]> then\n change [sfe | y v] by (((ay) * ((SFE | Size) - (((item (1) of [zzsfe_ww1 v]) - (1)) * (zzsfe_3)))) - (SFE | Size))\n end\n end\n end\n end\nend\nif <(y0) = []> then\n set [zzsfe_4 v] to ((1) / (0))\nelse\n set [zzsfe_4 v] to ((1) * (y0))\nend\nif <(y1) = []> then\n set [zzsfe_5 v] to ((-1) / (0))\nelse\n set [zzsfe_5 v] to ((1) * (y1))\nend\nif <(x) = []> then\n set [zzsfe_2 v] to (zzsfe_0)\nelse\n set [zzsfe_2 v] to ((1) * (x))\nend\nzzsfe_printww (zzsfe_0) (zzsfe_2) (zzsfe_4) (zzsfe_5) ((cs) / (1)) (zzsfe_3) (zzsfe_1)\n\ndefine zzsfe_ww (l) (fl) (cs) (t) (v0) (v1)\ndelete all of [zzsfe_ww0 v]\ndelete all of [zzsfe_ww1 v]\nrepeat (3)\n add ((0) * (0)) to [zzsfe_ww1 v]\nend\nset [zzsfe_0 v] to [1]\nset [zzsfe_1 v] to [0]\nset [zzsfe_3 v] to [1]\nset [zzsfe_4 v] to [0]\nset [zzsfe_5 v] to [0]\nrepeat (length of (t))\n switch costume to (sfe v)\n switch costume to (join (letter (zzsfe_0) of (t)) (zzsfe_fontID))\n if <(costume [number v]) > [2]> then\n add (costume [number v]) to [zzsfe_ww0 v]\n set [zzsfe_2 v] to (item (costume [number v]) of [zzsfe_ckern v])\n set [zzsfe_2 v] to ((cs) + ((SFE | Kerning) * (join (join (letter ((zzsfe_1) - (3)) of (zzsfe_2)) (letter ((zzsfe_1) - (2)) of (zzsfe_2))) (join (letter ((zzsfe_1) - (1)) of (zzsfe_2)) (letter (zzsfe_1) of (zzsfe_2))))))\n if <(letter (zzsfe_0) of (t)) = [ ]> then\n if <(letter ((zzsfe_0) - (1)) of (t)) = [ ]> then\n change [zzsfe_4 v] by ((zzsfe_2) + (item (costume [number v]) of [zzsfe_cwidth v]))\n else\n add (zzsfe_3) to [zzsfe_ww1 v]\n add (zzsfe_4) to [zzsfe_ww1 v]\n add (zzsfe_5) to [zzsfe_ww1 v]\n set [zzsfe_4 v] to ((zzsfe_2) + (item (costume [number v]) of [zzsfe_cwidth v]))\n set [zzsfe_5 v] to [0]\n end\n set [zzsfe_3 v] to ((length of [zzsfe_ww0 v]) + (1))\n else\n if << [-–—] contains (letter (zzsfe_0) of (t))?> and <not < [ -–—0123456789] contains (letter ((zzsfe_0) + (1)) of (t))?>>> then\n if <(zzsfe_3) = (length of [zzsfe_ww0 v])> then\n add (length of [zzsfe_ww0 v]) to [zzsfe_ww1 v]\n add ((zzsfe_4) + (zzsfe_2)) to [zzsfe_ww1 v]\n add (item (costume [number v]) of [zzsfe_cwidth v]) to [zzsfe_ww1 v]\n set [zzsfe_3 v] to ((length of [zzsfe_ww0 v]) + (1))\n set [zzsfe_4 v] to [0]\n set [zzsfe_5 v] to [0]\n else\n if <((zzsfe_5) + ((zzsfe_2) + (item (costume [number v]) of [zzsfe_cwidth v]))) > (l)> then\n add (zzsfe_3) to [zzsfe_ww1 v]\n add (zzsfe_4) to [zzsfe_ww1 v]\n add (zzsfe_5) to [zzsfe_ww1 v]\n add (length of [zzsfe_ww0 v]) to [zzsfe_ww1 v]\n add (zzsfe_2) to [zzsfe_ww1 v]\n add (item (costume [number v]) of [zzsfe_cwidth v]) to [zzsfe_ww1 v]\n else\n add (zzsfe_3) to [zzsfe_ww1 v]\n add (zzsfe_4) to [zzsfe_ww1 v]\n add ((zzsfe_5) + ((zzsfe_2) + (item (costume [number v]) of [zzsfe_cwidth v]))) to [zzsfe_ww1 v]\n end\n set [zzsfe_3 v] to ((length of [zzsfe_ww0 v]) + (1))\n set [zzsfe_4 v] to [0]\n set [zzsfe_5 v] to [0]\n end\n else\n if <(zzsfe_3) = (length of [zzsfe_ww0 v])> then\n change [zzsfe_4 v] by (zzsfe_2)\n set [zzsfe_5 v] to (item (costume [number v]) of [zzsfe_cwidth v])\n else\n if <((zzsfe_5) + ((zzsfe_2) + (item (costume [number v]) of [zzsfe_cwidth v]))) > (l)> then\n add (zzsfe_3) to [zzsfe_ww1 v]\n add (zzsfe_4) to [zzsfe_ww1 v]\n add (zzsfe_5) to [zzsfe_ww1 v]\n set [zzsfe_3 v] to (length of [zzsfe_ww0 v])\n set [zzsfe_4 v] to (zzsfe_2)\n set [zzsfe_5 v] to (item (costume [number v]) of [zzsfe_cwidth v])\n else\n change [zzsfe_5 v] by ((zzsfe_2) + (item (costume [number v]) of [zzsfe_cwidth v]))\n end\n end\n end\n end\n end\n set [zzsfe_1 v] to ((4) * ((costume [number v]) - (zzsfe_fontStart)))\n change [zzsfe_0 v] by (1)\nend\nif <not <(zzsfe_3) > (length of [zzsfe_ww0 v])>> then\n add (zzsfe_3) to [zzsfe_ww1 v]\n add (zzsfe_4) to [zzsfe_ww1 v]\n add (zzsfe_5) to [zzsfe_ww1 v]\nend\nset [zzsfe_0 v] to [4]\nset [zzsfe_1 v] to [2]\nset [zzsfe_2 v] to (fl)\nset [zzsfe_3 v] to [1]\nset [zzsfe_4 v] to [0]\nrepeat (([floor v] of ((length of [zzsfe_ww1 v]) / (3)) ) - (1))\n if <(zzsfe_3) = (item (zzsfe_0) of [zzsfe_ww1 v])> then\n set [zzsfe_4 v] to (item ((zzsfe_0) + (2)) of [zzsfe_ww1 v])\n if <<(zzsfe_3) = [1]> and <<(fl) < (l)> and <(zzsfe_4) > (fl)>>> then\n replace item (zzsfe_1) of [zzsfe_ww1 v] with ((1) * (1))\n replace item ((zzsfe_1) + (1)) of [zzsfe_ww1 v] with ((0) * (0))\n set [zzsfe_2 v] to (l)\n change [zzsfe_1 v] by (2)\n end\n else\n if <((zzsfe_4) + ((item ((zzsfe_0) + (1)) of [zzsfe_ww1 v]) + (item ((zzsfe_0) + (2)) of [zzsfe_ww1 v]))) > (zzsfe_2)> then\n replace item (zzsfe_1) of [zzsfe_ww1 v] with (zzsfe_3)\n replace item ((zzsfe_1) + (1)) of [zzsfe_ww1 v] with ((SFE | Size) * (zzsfe_4))\n set [zzsfe_2 v] to (l)\n change [zzsfe_1 v] by (2)\n set [zzsfe_3 v] to (item (zzsfe_0) of [zzsfe_ww1 v])\n set [zzsfe_4 v] to (item ((zzsfe_0) + (2)) of [zzsfe_ww1 v])\n else\n change [zzsfe_4 v] by ((item ((zzsfe_0) + (1)) of [zzsfe_ww1 v]) + (item ((zzsfe_0) + (2)) of [zzsfe_ww1 v]))\n end\n end\n change [zzsfe_0 v] by (3)\nend\nif <(length of [zzsfe_ww1 v]) > [3]> then\n replace item (zzsfe_1) of [zzsfe_ww1 v] with (zzsfe_3)\n replace item ((zzsfe_1) + (1)) of [zzsfe_ww1 v] with ((SFE | Size) * (zzsfe_4))\n change [zzsfe_1 v] by (2)\nend\nif <(zzsfe_1) > (length of [zzsfe_ww1 v])> then\n add ((length of [zzsfe_ww0 v]) + (1)) to [zzsfe_ww1 v]\nelse\n replace item (zzsfe_1) of [zzsfe_ww1 v] with ((length of [zzsfe_ww0 v]) + (1))\nend\nreplace item (1) of [zzsfe_ww1 v] with (round (((zzsfe_1) - (2)) / (2)))\nset [zzsfe_0 v] to (v0)\nset [zzsfe_1 v] to (v1)\n\ndefine zzsfe_printww (x) (fx) (y0) (y1) (cs) (ls) (ax)\npoint in direction (90)\nif <((3.125) * (SFE | Size)) < [100]> then\n switch costume to (sfe v)\nelse\n switch costume to (mini v)\nend\nset size to ((3.125) * (SFE | Size)) %\nset [color v] effect to (zzsfe_c0)\nset [zzsfe_0 v] to [2]\nset [zzsfe_1 v] to (item (2) of [zzsfe_ww1 v])\nrepeat (item (1) of [zzsfe_ww1 v])\n if <<(SFE | Y) < (y1)> or <((SFE | Y) + (SFE | Size)) > (y0)>> then\n set [zzsfe_1 v] to (item ((zzsfe_0) + (2)) of [zzsfe_ww1 v])\n else\n if <(zzsfe_0) = [2]> then\n set [sfe | x v] to ((fx) + ((ax) * (item ((zzsfe_0) + (1)) of [zzsfe_ww1 v])))\n else\n set [sfe | x v] to ((x) + ((ax) * (item ((zzsfe_0) + (1)) of [zzsfe_ww1 v])))\n end\n if <<(item ((zzsfe_0) + (2)) of [zzsfe_ww1 v]) > (zzsfe_1)> and <not <<(SFE | Underline Height) = [none]> or <(SFE | Underline Color) = [none]>>>> then\n set [zzsfe_2 v] to [0]\n repeat ((item ((zzsfe_0) + (2)) of [zzsfe_ww1 v]) - (zzsfe_1))\n set [zzsfe_4 v] to (item (zzsfe_1) of [zzsfe_ww0 v])\n if <(zzsfe_4) > [2]> then\n set [zzsfe_3 v] to (item (zzsfe_4) of [zzsfe_ckern v])\n change [sfe | x v] by (((SFE | Size) * (SFE | Kerning)) * (join (join (letter ((zzsfe_2) - (3)) of (zzsfe_3)) (letter ((zzsfe_2) - (2)) of (zzsfe_3))) (join (letter ((zzsfe_2) - (1)) of (zzsfe_3)) (letter (zzsfe_2) of (zzsfe_3)))))\n switch costume to (sfe v)\n go to x: (SFE | X) y: (SFE | Y)\n switch costume to (zzsfe_4)\n set [brightness v] effect to (zzsfe_b0)\n set [ghost v] effect to (zzsfe_g0)\n stamp\n set [brightness v] effect to (zzsfe_b1)\n set [ghost v] effect to (zzsfe_g1)\n stamp\n change [sfe | x v] by ((SFE | Size) * ((item (zzsfe_4) of [zzsfe_cwidth v]) + (cs)))\n end\n set [zzsfe_2 v] to ((4) * ((zzsfe_4) - (zzsfe_fontStart)))\n change [zzsfe_1 v] by (1)\n end\n end\n change [sfe | y v] by (ls)\n change [zzsfe_0 v] by (2)\nend\nif <(item (1) of [zzsfe_ww1 v]) > [0]> then\n change [sfe | y v] by ((-1) * (ls))\nend\ndelete all of [zzsfe_ww0 v]\ndelete all of [zzsfe_ww1 v]\nswitch costume to (mini v)\nset size to (100000) %\nswitch costume to (sfe v)\n\ndefine SFE | Get Width: Size (s) Space (cs) Text (text)\npen up\nif <(s) = []> then\n zzsfe_width (SFE | Size) ((cs) / (1)) (text)\nelse\n zzsfe_width ((1) * (s)) ((cs) / (1)) (text)\nend\nset [sfe | width v] to (zzsfe_2)\nswitch costume to (mini v)\nset size to (100000) %\nswitch costume to (sfe v)\n\ndefine SFE | Set Text Color: RGBA (r) (g) (b) (a)\nif <<(r) < (g)> or <(r) < (b)>> then\n if <<(g) < (r)> or <(g) < (b)>> then\n set [zzsfe_0 v] to (b)\n set [zzsfe_3 v] to [133.33333333333333]\n if <(r) > (g)> then\n set [zzsfe_1 v] to (r)\n set [zzsfe_2 v] to (g)\n set [zzsfe_4 v] to [33.333333333333333]\n else\n set [zzsfe_1 v] to (g)\n set [zzsfe_2 v] to (r)\n set [zzsfe_4 v] to [-33.333333333333333]\n end\n else\n set [zzsfe_0 v] to (g)\n set [zzsfe_3 v] to [66.66666666666667]\n if <(r) > (b)> then\n set [zzsfe_1 v] to (r)\n set [zzsfe_2 v] to (b)\n set [zzsfe_4 v] to [-33.333333333333333]\n else\n set [zzsfe_1 v] to (b)\n set [zzsfe_2 v] to (r)\n set [zzsfe_4 v] to [33.333333333333333]\n end\n end\nelse\n set [zzsfe_0 v] to (r)\n if <(g) > (b)> then\n set [zzsfe_3 v] to [0]\n set [zzsfe_1 v] to (g)\n set [zzsfe_2 v] to (b)\n set [zzsfe_4 v] to [33.333333333333333]\n else\n set [zzsfe_3 v] to [200]\n set [zzsfe_1 v] to (b)\n set [zzsfe_2 v] to (g)\n set [zzsfe_4 v] to [-33.333333333333333]\n end\nend\nif <(zzsfe_0) < [128]> then\n set [zzsfe_b1 v] to ((1) * (100))\n set [zzsfe_b0 v] to (((255) * ((zzsfe_0) - (zzsfe_2))) / ((255) - (zzsfe_2)))\n set [zzsfe_c0 v] to ((zzsfe_3) + ((zzsfe_4) * (((((255) * ((zzsfe_1) - (zzsfe_2))) / ((255) - (zzsfe_2))) + ((255) - (zzsfe_b0))) / (255))))\n set [zzsfe_b0 v] to (((0.39215686274509803) * (zzsfe_b0)) - (100))\n set [zzsfe_g1 v] to ((100) - ((0.39215686274509803) * (zzsfe_2)))\nelse\n set [zzsfe_b1 v] to ((1) * (-100))\n set [zzsfe_b0 v] to ((100) * ((zzsfe_2) / (zzsfe_0)))\n set [zzsfe_c0 v] to ((zzsfe_3) + ((zzsfe_4) * (((zzsfe_1) - (zzsfe_2)) / (zzsfe_0))))\n set [zzsfe_g1 v] to ((0.39215686274509803) * (zzsfe_0))\nend\nset [sfe | underline color v] to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nif <<(a) = []> or <not <(a) < [1]>>> then\n set [zzsfe_g0 v] to ((0) * (0))\nelse\n if <(a) > [0]> then\n set [zzsfe_g0 v] to ((100) - ((100) * (((a) * (zzsfe_g1)) / ((100) - ((a) * ((100) - (zzsfe_g1)))))))\n set [zzsfe_g1 v] to ((100) - ((a) * ((100) - (zzsfe_g1))))\n if <((255) * (a)) < [1]> then\n change [sfe | underline color v] by ((16777216) * (1))\n else\n change [sfe | underline color v] by ((16777216) * (round ((255) * (a))))\n end\n else\n set [zzsfe_g0 v] to ((1) * (100))\n set [zzsfe_g1 v] to ((1) * (100))\n set [sfe | underline color v] to [none]\n end\nend\nif <not <(zzsfe_g1) > [0]>> then\n set [zzsfe_g0 v] to ((1) * (100))\nend\n\ndefine SFE | Set Kerning Multiplier to (mult)\nif <(mult) = []> then\n set [sfe | kerning v] to ((1) / (1000))\nelse\n set [sfe | kerning v] to ((mult) / (1000))\n if <<(SFE | Kerning) = [NaN]> or <<(SFE | Kerning) = [Infinity]> or <(SFE | Kerning) = [-Infinity]>>> then\n set [sfe | kerning v] to ((0) * (0))\n end\nend\n\ndefine SFE | Switch to Font (name)\nset [zzsfe_fontstart v] to (item # of (name) in [sfe | font name v])\nset [zzsfe_fontid v] to (join [_] ((zzsfe_fontStart) - (1)))\nset [zzsfe_fontstart v] to (item (zzsfe_fontStart) of [zzsfe_fstart v])\n\ndefine SFE | Create Newlines: Count (n) Size (s) Space (ls)\nif <not <(s) = []>> then\n set [sfe | size v] to ((1) * (s))\nend\nif <(ls) = []> then\n if <(n) = []> then\n change [sfe | y v] by ((-1.75) * (SFE | Size))\n else\n change [sfe | y v] by ((-1.75) * ((n) * (SFE | Size)))\n end\nelse\n if <(n) = []> then\n change [sfe | y v] by (((-1) - ((0.75) * (ls))) * (SFE | Size))\n else\n change [sfe | y v] by (((-1) - ((0.75) * (ls))) * ((n) * (SFE | Size)))\n end\nend\n\nwhen flag clicked\npen up\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nswitch costume to (mini v)\nset size to (100000) %\nswitch costume to (sfe v)\nclear graphic effects\n\ndefine Pen | Set Pen Color: RGBA (r) (g) (b) (a)\nset [zzsfe_0 v] to [0]\nif <(r) > [0]> then\n if <(r) > [255]> then\n change [zzsfe_0 v] by (16711680)\n else\n change [zzsfe_0 v] by ((65536) * (round (r)))\n end\nend\nif <(g) > [0]> then\n if <(g) > [255]> then\n change [zzsfe_0 v] by (65280)\n else\n change [zzsfe_0 v] by ((256) * (round (g)))\n end\nend\nif <(b) > [0]> then\n if <(b) > [255]> then\n change [zzsfe_0 v] by (255)\n else\n change [zzsfe_0 v] by (round (b))\n end\nend\nset pen color to (zzsfe_0)\nif <<(a) = []> or <(a) > [1]>> then\n set pen (transparency v) to (0)\nelse\n if <(a) < [0]> then\n set pen (transparency v) to (100)\n else\n set pen (transparency v) to ((100) * ((1) - (a)))\n end\nend\n\ndefine SFE | Set Underline Height to (height)\nif <((1) * (height)) = (height)> then\n set [sfe | underline height v] to ((1) * (height))\nelse\n set [sfe | underline height v] to [none]\nend\n\nwhen I receive [_spotlight to editor v]\nbroadcast (trans1 v) and wait\nset [mode v] to [editor]\nset [theme v] to (@@LEVEL theme)\nset [input v] to (@@LEVEL code)\nbroadcast (edit v)\nbroadcast (trans2 v)\n\nwhen I receive [_spotlight to playing v]\nbroadcast (trans1 v) and wait\nset [theme v] to (@@LEVEL theme)\nset [input v] to (@@LEVEL code)\nset [mode v] to [playing]\nbroadcast (edit v)\nbroadcast (trans2 v)\n\ndefine Spotlight\nif <mouse down?> then\n set [mouse_down v] to [1]\nend\nstamp\nif <<(@@LEVEL shared) = [True]> and <(@@LEVEL reviewed) = [0]>> then\n switch costume to (spotlight-reviewing v)\nelse\n if <(@@LEVEL parent id) = []> then\n switch costume to (spotlight v)\n else\n switch costume to (spotlight-remix v)\n end\nend\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nchange y by (toolbar_y)\nstamp\nswitch costume to (spotlight-profile-button v)\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (toolbar_y)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [@profile-on v] to (@@LEVEL author)\n set [mode v] to [profile]\n broadcast (@get-user-info v)\n end\n end\nend\nstamp\nswitch costume to (join [image] (@@LEVEL theme))\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (-21)\nchange y by (toolbar_y)\nstamp\nSFE | Switch to Font [work sans]\nSFE | Set Text Color: RGBA [20] [20] [20] []\nif <not <<(@@LEVEL shared) = [True]> and <(@@LEVEL reviewed) = [0]>>> then\n SFE | Print Line: Pos [33] ((toolbar_y) + (-42.5)) Size [13.5] Angle [] Bounds [] [] Space [] Align [l] [] Text (@@LEVEL views)\n SFE | Print Line: Pos [145] ((toolbar_y) + (-42.5)) Size [13.5] Angle [] Bounds [] [] Space [] Align [l] [] Text (@@LEVEL wins)\n if <(@@LEVEL parent id) = []> then\n SFE | Print Line: Pos [33] ((toolbar_y) + (-79.5)) Size [13.5] Angle [] Bounds [] [] Space [] Align [l] [] Text (@@LEVEL remixes)\n if <(@@LEVEL remixes) > [0]> then\n switch costume to (sl-remixes v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (toolbar_y)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (more-remixes v)\n end\n end\n end\n stamp\n end\n else\n switch costume to (original spotlight v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (toolbar_y)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [@@level id v] to (@@LEVEL parent id)\n broadcast (\[UI\] fetch level v)\n end\n end\n end\n stamp\n end\nend\nSFE | Set Text Color: RGBA [60] [60] [20] []\nSFE | Print Line: Pos [-196] ((toolbar_y) + (31)) Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [by ] (@@LEVEL author))\nSFE | Print Line: Pos [-17] ((toolbar_y) + (31)) Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (@@LEVEL timestamp)\nSFE | Print Line: Pos [-10] ((toolbar_y) + (-106)) Size [6.5] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [level_id #] (@@LEVEL id))\nif <<not <(@@LEVEL difficulity) = [None]>> or <(@username) = (@@LEVEL author)>> then\n switch costume to (difficulity overlay v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (30)\n go to x: (0) y: (toolbar_y)\n change y by (-20)\n stamp\n if <(@@LEVEL difficulity) = [None]> then\n SFE | Print Line: Pos [-189] ((toolbar_y) + (-98)) Size [9] Angle [] Bounds [] [] Space [] Align [l] [] Text [No label assigned]\n else\n SFE | Print Line: Pos [-189] ((toolbar_y) + (-98)) Size [10.3] Angle [] Bounds [] [] Space [] Align [l] [] Text (item (@@LEVEL difficulity) of [_difficulitylabels v])\n end\n if <(@@LEVEL author) = (@username)> then\n switch costume to (difficulity-edit v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (toolbar_y)\n change y by (-20)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n if <mouse down?> then\n set [ghost v] effect to (-30)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n change [@@level difficulity v] by (1)\n if <(@@LEVEL difficulity) = [5]> then\n set [@@level difficulity v] to [1]\n end\n broadcast (@set diff v)\n end\n end\n end\n stamp\n end\nend\nset size to (100) %\ngo to x: (0) y: (-13)\nchange y by (toolbar_y)\nif <(@@LEVEL author) = (@username)> then\n switch costume to (play-spotlight1 v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@@LEVEL code) = [-5]> then\n broadcast (twclientrequired-popup v)\n else\n broadcast (_spotlight to playing v)\n end\n end\n end\n end\n stamp\n if <(@@LEVEL shared) = [True]> then\n switch costume to (unshare-spotlight1 v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [...]\n broadcast (unshare-popup v)\n end\n end\n end\n else\n switch costume to (share-spotlight1 v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [...]\n broadcast (share-popup v)\n end\n end\n end\n end\n stamp\n switch costume to (edit-spotlight1 v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@@LEVEL code) = [-5]> then\n broadcast (twclientrequired-popup v)\n else\n broadcast (_spotlight to editor v)\n end\n end\n end\n end\n stamp\n switch costume to (trash-spotlight1 v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [--interaction opened v] to [1]\n set [___level_to_delete v] to (@@LEVEL id)\n broadcast (delete-popup v)\n end\n end\n end\n stamp\n switch costume to (sl-edit v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n stamp\n switch costume to (costume1 v)\n stamp\n switch costume to (sl-edit v)\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (\[SPOTLIGHT\] rename v)\n end\n end\n end\n stamp\nelse\n if <(@@LEVEL shared) = [True]> then\n switch costume to (play-spotlight2 v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@@LEVEL code) = [-5]> then\n broadcast (twclientrequired-popup v)\n else\n broadcast (_spotlight to playing v)\n end\n end\n end\n end\n stamp\n switch costume to (remix-spotlight v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@@LEVEL code) = [-5]> then\n broadcast (twclientrequired-popup v)\n else\n broadcast (\[PROJ\] remix v)\n end\n end\n end\n end\n stamp\n end\n switch costume to (more-spotlight v)\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (more-levels v)\n end\n end\n end\n stamp\nend\nif <(@@LEVEL liked?) = [True]> then\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (love2 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@like remove v)\n end\n end\n end\nelse\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (love0 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (love1 v)\n if <mouse down?> then\n set [brightness v] effect to (10)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@like add v)\n end\n end\n end\nend\nstamp\nif <(@@LEVEL stared?) = [True]> then\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (fav3 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@star remove v)\n end\n end\n end\nelse\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (fav0 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (fav2 v)\n if <mouse down?> then\n set [brightness v] effect to (10)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@star add v)\n end\n end\n end\nend\nstamp\nif <(@@LEVEL disliked?) = [True]> then\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (love5 v)\n if <touching (mouse-pointer v)?> then\n SFE | Print WW: Pos [206] [5] Size [8] Bounds [206] [256] [] [] Space [] [] Align [] [] Text (join (@@LEVEL dislikes) [ dislikes])\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (love5 v)\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@dislike remove v)\n end\n end\n end\nelse\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (love4 v)\n if <touching (mouse-pointer v)?> then\n SFE | Print WW: Pos [206] [5] Size [8] Bounds [206] [256] [] [] Space [] [] Align [] [] Text (join (@@LEVEL dislikes) [ dislikes])\n go to x: (0) y: (toolbar_y)\n set size to (100) %\n clear graphic effects\n switch costume to (love3 v)\n if <mouse down?> then\n set [brightness v] effect to (10)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@dislike add v)\n end\n end\n end\nend\nstamp\nSFE | Switch to Font [work sans semibold]\nSFE | Set Text Color: RGBA [60] [60] [60] []\nSFE | Print Line: Pos [60] ((-2) + (toolbar_y)) Size [12] Angle [] Bounds [] [] Space [] Align [r] [] Text (@@LEVEL likes)\nSFE | Print Line: Pos [150] ((-2) + (toolbar_y)) Size [12] Angle [] Bounds [] [] Space [] Align [r] [] Text (@@LEVEL stars)\nSFE | Switch to Font [work sans]\nif <(@username) = (@@LEVEL author)> then\nSFE | Print Line: Pos [-185] ((toolbar_y) + (73)) Size [17] Angle [] Bounds [] [] Space [] Align [l] [] Text (@@LEVEL name)\nchange [toolbar_y v] by ((toolbar_y) / (-2))\nif <not <mouse down?>> then\n set [mouse_down v] to [0]\nend\nswitch costume to (titlebar v)\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nstamp\n\nSFE | Print Line: Pos [-185] ((toolbar_y) + (73)) Size [17] Angle [] Bounds [] [] Space [] Align [l] [] Text [\[name redacted\]]\n\nwhen I receive [\[spotlight\] rename v]\nset [--interaction opened v] to [1]\nask [Enter a name for your level: \(only use letters A-Z, a-z and 0-9\)] and wait\nrepeat until <<[0] < (length of (answer))> and <(length of (answer)) < [36]>>\n if <[0] < (length of (answer))> then\n ask [⚠️ Your name is too long! Please try again. \(Max. length is 35 letters\) \(only use letters A-Z, a-z and 0-9\)] and wait\n else\n ask [⚠️ Your name can't be empty! Please try again. \(only use letters A-Z, a-z and 0-9\)] and wait\n end\nend\nset [@@level name v] to (answer)\nbroadcast (edit-name-comment v)\n\nbroadcast (_spotlight to playing v)\n\nwhen I receive [ui v]\nif <(mode) = [playing]> then\n if <mouse down?> then\n set [mouse_down v] to [1]\n end\n switch costume to (playing v)\n clear graphic effects\n set size to (0) %\n go to x: (0) y: (/bottom-bar)\n set size to (100) %\n stamp\n switch costume to (level page v)\n clear graphic effects\n set size to (0) %\n go to x: (0) y: (/bottom-bar)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (-player to spotlight v)\n end\n end\n end\n stamp\n SFE | Set Text Color: RGBA [60] [60] [60] []\n SFE | Print Line: Pos [-175] ((/bottom-bar) - (170)) Size [13.5] Angle [] Bounds [] [] Space [] Align [l] [] Text (length of [collected_coins v])\n if <(@@LEVEL liked?) = [True]> then\n set size to (100) %\n go to x: (-80) y: (/bottom-bar)\n change y by (-167)\n set size to (100) %\n clear graphic effects\n switch costume to (love2 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@like remove v)\n end\n end\n end\n else\n set size to (100) %\n go to x: (-80) y: (/bottom-bar)\n change y by (-167)\n set size to (100) %\n clear graphic effects\n switch costume to (love0 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (love1 v)\n if <mouse down?> then\n set [brightness v] effect to (10)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@like add v)\n end\n end\n end\n end\n stamp\n if <(@@LEVEL disliked?) = [True]> then\n set size to (1000) %\n go to x: (-165) y: (/bottom-bar)\n change y by (-167)\n clear graphic effects\n switch costume to (love5 v)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@dislike remove v)\n end\n end\n end\n else\n set size to (1000) %\n go to x: (-165) y: (/bottom-bar)\n change y by (-167)\n set size to (100) %\n clear graphic effects\n switch costume to (love4 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (love3 v)\n if <mouse down?> then\n set [brightness v] effect to (10)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n broadcast (@dislike add v)\n end\n end\n end\n end\n stamp\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [60] [60] [60] []\n SFE | Print Line: Pos [-17] ((-169) + (/bottom-bar)) Size [12] Angle [] Bounds [] [] Space [] Align [r] [] Text (@@LEVEL likes)\n SFE | Switch to Font [work sans]\n if <not <mouse down?>> then\n set [mouse_down v] to [0]\n end\nend\n\nchange y by (-167)\n\ndefine Stamp messages\nset [iter v] to [0]\nif <mouse down?> then\n set [mouse_down v] to [1]\nend\nif <((length of [@decoded_response v]) / (3)) < [1]> then\n clear graphic effects\n set [ghost v] effect to (8)\n set size to (100) %\n go to x: (-71) y: (0)\n if <(@@tab) = [read]> then\n switch costume to (nomsg v)\n else\n switch costume to (nounread v)\n stamp\n switch costume to (nounread2 v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [@@messages offset v] to [1]\n set [@@tab v] to [read]\n broadcast (loading v)\n broadcast (@old-messages v)\n end\n end\n end\n end\n stamp\nelse\n clear graphic effects\n set [ghost v] effect to (0)\n if <(@@tab) = [unread]> then\n switch costume to (newmsg v)\n else\n switch costume to (oldmsg v)\n end\n set size to (95) %\n go to x: (-213) y: (93)\n stamp\n if <(@@tab) = [unread]> then\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [250] [250] [250] [100]\n SFE | Print Line: Pos [-210] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (@messages)\n else\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [0] [0] [0] [100]\n SFE | Print Line: Pos [-90] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [ - Page ] ([ceiling v] of ((@@MESSAGES offset) / (4)) ))\n end\n repeat ((length of [@decoded_response v]) / (3))\n change [iter v] by (1)\n switch costume to (message-row v)\n clear graphic effects\n if <(@@tab) = [unread]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (70)\n end\n set size to (95) %\n go to x: (-70) y: ((96) + ((iter) * (-58)))\n stamp\n if <(@@tab) = [unread]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (30)\n end\n if <(item (((iter) * (3)) - (2)) of [@decoded_response v]) = [n]> then\n switch costume to (welcome icon v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [loved your level]?> then\n switch costume to (love icon v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [rited your level]?> then\n switch costume to (favo icon v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [is now public]?> then\n switch costume to (approved icon v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [was featured]?> then\n switch costume to (featured icon v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [is now following]?> then\n switch costume to (follow icon v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [shared the level]?> then\n switch costume to (notification icon v)\n else\n switch costume to (remix icon v)\n end\n end\n end\n end\n end\n end\n end\n clear graphic effects\n set size to (65) %\n change x by (-53)\n stamp\n if <(item (((iter) * (3)) - (2)) of [@decoded_response v]) = [n]> then\n switch costume to (createlevel v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [remixed]?> then\n switch costume to (gotoremix v)\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [is now following]?> then\n switch costume to (gotoprofile v)\n else\n switch costume to (gotolevel v)\n end\n end\n end\n clear graphic effects\n set x to (-82)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(item (((iter) * (3)) - (2)) of [@decoded_response v]) = [n]> then\n set [mode v] to [newlevel]\n else\n if < (item (((iter) * (3)) - (1)) of [@decoded_response v]) contains [is now following]?> then\n set [mode v] to [profile]\n set [@profile-on v] to (item (((iter) * (3)) - (2)) of [@decoded_response v])\n broadcast (@get-user-info v)\n broadcast (loading v)\n else\n set [@@level id v] to (item (((iter) * (3)) - (2)) of [@decoded_response v])\n broadcast (\[UI\] fetch level v)\n end\n end\n end\n end\n end\n stamp\n SFE | Switch to Font [work sans semibold]\n if <(item (((iter) * (3)) - (2)) of [@decoded_response v]) = [n]> then\n SFE | Set Text Color: RGBA [60] [60] [60] []\n SFE | Print WW: Pos [-171] ((y position) + (9)) Size [9] Bounds [-171] [10] [] [] Space [] [0.7] Align [] [] Text [Welcome to Blocky! Have fun!]\n else\n SFE | Set Text Color: RGBA [50] [50] [40] []\n SFE | Print WW: Pos [-171] ((y position) + (9)) Size [9] Bounds [-171] [10] [] [] Space [] [0.7] Align [] [] Text (item (((iter) * (3)) - (1)) of [@decoded_response v])\n end\n SFE | Set Text Color: RGBA [100] [100] [100] []\n SFE | Print WW: Pos [-171] ((y position) + (-15)) Size [8] Bounds [-171] [10] [] [] Space [] [0.7] Align [] [] Text (item (((iter) * (3)) - (0)) of [@decoded_response v])\n SFE | Switch to Font [work sans]\n end\n if <not <mouse down?>> then\n set [mouse_down v] to [0]\n end\nend\n\nswitch costume to (sfe v)\nset pen (transparency v) to (100)\ngo to x: (SFE | X) y: ((SFE | Y) + ((SFE | Size) * (SFE | Underline Height)))\npen down\nset pen color to (SFE | Underline Color)\nchange x by (item ((zzsfe_0) + (1)) of [zzsfe_ww1 v])\npen up\n\ndefine Mystuff\nset [iter v] to [0]\nif <mouse down?> then\n set [mouse_down v] to [1]\nend\nif <([🌤️response_output v] of [cloud requests v]) = [-2]> then\n clear graphic effects\n set [ghost v] effect to (8)\n set size to (100) %\n go to x: (-82) y: (-30)\n switch costume to (nolvl v)\n stamp\nelse\n if <(@@tab) = [shared]> then\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [0] [0] [0] [100]\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [My levels > Shared ] (join [\(] (join (item (length of [@decoded_response v]) of [@decoded_response v]) (join [\) - Page ] (@@page)))))\n else\n if <(@@tab) = [all]> then\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [0] [0] [0] [100]\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [My levels > All ] (join [\(] (join (item (length of [@decoded_response v]) of [@decoded_response v]) (join [\) - Page ] (@@page)))))\n else\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [] [0] [0] [100]\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [My levels > Unshared ] (join [\(] (join (item (length of [@decoded_response v]) of [@decoded_response v]) (join [\) - Page ] (@@page)))))\n end\n end\n set [i v] to (((@@page) * (4)) - (3))\n set [o v] to [0]\n repeat (4)\n change [o v] by (1)\n if <not <(i) > ((length of [@decoded_response v]) / (6))>> then\n go to x: (-10) y: (0)\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (item (((i) * (6)) - (3)) of [@decoded_response v])\n set size to (70) %\n go to x: (-175) y: ((117) + ((o) * (-60)))\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (join [heart] (item (((i) * (6)) - (0)) of [@decoded_response v]))\n set size to (70) %\n go to x: (-175) y: ((117) + ((o) * (-60)))\n stamp\n SFE | Switch to Font [work sans]\n SFE | Print Line: Pos [-190] ((82) + ((o) * (-60))) Size [8.5] Angle [] Bounds [] [] Space [] Align [l] [] Text (join [# ] (item (((i) * (6)) - (5)) of [@decoded_response v]))\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [] [0] [0] [100]\n SFE | Print Line: Pos [-190] ((105) + ((o) * (-60))) Size [10.4] Angle [] Bounds [] [] Space [] Align [l] [] Text (item (((i) * (6)) - (4)) of [@decoded_response v])\n SFE | Switch to Font [work sans semibold]\n SFE | Print Line: Pos [-12.8] ((107.4) + ((o) * (-60))) Size [8.2] Angle [] Bounds [] [] Space [] Align [l] [] Text (item (((i) * (6)) - (2)) of [@decoded_response v])\n clear graphic effects\n set [ghost v] effect to (0)\n if <(item (((i) * (6)) - (1)) of [@decoded_response v]) = [True]> then\n switch costume to (prev-unshare v)\n else\n switch costume to (prev-share v)\n end\n set size to (70) %\n go to x: (-175) y: ((116) + ((o) * (-60)))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [.....]\n set [___level_to_share v] to (item (((i) * (6)) - (5)) of [@decoded_response v])\n set [@@level id v] to (item (((i) * (6)) - (5)) of [@decoded_response v])\n if <(item (((i) * (6)) - (1)) of [@decoded_response v]) = [True]> then\n broadcast (unshare-popup v)\n else\n broadcast (share-popup v)\n end\n end\n end\n end\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (prev-delete v)\n set size to (70) %\n go to x: (-175) y: ((116) + ((o) * (-60)))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [...]\n set [___level_to_delete v] to (item (((i) * (6)) - (5)) of [@decoded_response v])\n broadcast (delete-mystuff-popup v)\n end\n end\n end\n stamp\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (prev-edit v)\n set size to (70) %\n go to x: (-175) y: ((116) + ((o) * (-60)))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [spotlight]\n set [@@level id v] to (item (((i) * (6)) - (5)) of [@decoded_response v])\n broadcast (@get-level v)\n end\n end\n end\n stamp\n end\n change [i v] by (1)\n end\nend\nif <not <mouse down?>> then\n set [mouse_down v] to [0]\nend\n\nwhen I receive [more-levels v]\nset [@@page v] to [1]\nset [@@tab v] to [more]\nset [mode v] to [more]\nbroadcast (@get-public-levels-bundle v)\nbroadcast (loading v)\n\nwhen I receive [more-remixes v]\nset [@@page v] to [1]\nset [@@tab v] to [remixes]\nset [mode v] to [more]\nbroadcast (@get-public-levels-bundle v)\nbroadcast (loading v)\n\nset [ghost v] effect to (60)\n\ndefine Profile\nset size to (100) %\nclear graphic effects\nswitch costume to (profile-bg v)\ngo to x: (0) y: (-10)\nstamp\nset [color v] effect to ((join (letter (9) of (item (1) of [@decoded_response v])) (letter (10) of (item (1) of [@decoded_response v]))) * (6))\nswitch costume to (profile-icon v)\ngo to x: (0) y: (-10)\nstamp\nSFE | Switch to Font [work sans semibold]\nSFE | Print Line: Pos [-120] [65] Size [21] Angle [] Bounds [] [] Space [] Align [] [] Text (@profile-on)\nSFE | Switch to Font [work sans]\nSFE | Print WW: Pos [-205] [-15] Size [9] Bounds [-205] [0] [] [] Space [] [] Align [] [] Text (item (6) of [@decoded_response v])\nSFE | Print WW: Pos [-205] [-103] Size [9] Bounds [-205] [0] [] [] Space [] [] Align [] [] Text (item (7) of [@decoded_response v])\nSFE | Print WW: Pos [-145] [20] Size [9] Bounds [200] [100] [] [] Space [] [] Align [] [] Text (join [Joined ] (item (1) of [@decoded_response v]))\nSFE | Print WW: Pos [75] [-85] Size [11] Bounds [] [] [] [] Space [] [] Align [] [] Text (join (item (5) of [@decoded_response v]) [ levels])\nSFE | Print WW: Pos [75] [-60] Size [11] Bounds [] [] [] [] Space [] [] Align [] [] Text (join (item (4) of [@decoded_response v]) [ following])\nSFE | Print WW: Pos [75] [-35] Size [11] Bounds [] [] [] [] Space [] [] Align [] [] Text (join (item (3) of [@decoded_response v]) [ followers])\nSFE | Set Text Color: RGBA [255] [255] [255] []\nSFE | Print Line: Pos [-195] [45] Size [27] Angle [] Bounds [] [] Space [] Align [] [] Text (letter (1) of (@profile-on))\nif <mouse down?> then\n set [mouse_down v] to [1]\nend\nclear graphic effects\ngo to x: (0) y: (-10)\nset size to (100) %\nswitch costume to (profile-shared v)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@profile-on) = (@username)> then\n set [@@tab v] to [shared]\n set [mode v] to [mystuff]\n broadcast (mystuff v)\n else\n set [@@tab v] to [none]\n set [mode v] to [userlevels]\n broadcast (@get-user-levels-bundle v)\n end\n end\n end\nend\nstamp\nclear graphic effects\ngo to x: (0) y: (-10)\nset size to (100) %\nswitch costume to (profile-following-more v)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(mouse_down) = [1]> then\n set [@@tab v] to [following]\n set [mode v] to [userbundle]\n broadcast (@get-user-attr v)\n end\n end\n end\nend\nstamp\nclear graphic effects\ngo to x: (0) y: (-10)\nset size to (100) %\nswitch costume to (profile-followers-more v)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(mouse_down) = [1]> then\n set [@@tab v] to [followers]\n set [mode v] to [userbundle]\n broadcast (@get-user-attr v)\n end\n end\n end\nend\nstamp\nclear graphic effects\ngo to x: (0) y: (-10)\nset size to (100) %\nswitch costume to (profile-faved v)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(mouse_down) = [1]> then\n set [@@tab v] to [none]\n set [mode v] to [stareduserlevels]\n broadcast (@get-user-favorite-bundle v)\n end\n end\n end\nend\nstamp\nclear graphic effects\ngo to x: (3) y: (-11)\nset size to (100) %\nif <(@@PROFILE notifs-on) = [True]> then\n switch costume to (profile-notifs-enabled v)\nelse\n switch costume to (profile-notifs-enabled2 v)\nend\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@@PROFILE notifs-on) = [True]> then\n broadcast (@notifs disable v)\n else\n broadcast (@notifs enable v)\n end\n end\n end\nend\nstamp\nclear graphic effects\ngo to x: (3) y: (-11)\nset size to (100) %\nif <(@@PROFILE following) = [True]> then\n switch costume to (unfollow v)\nelse\n switch costume to (follow v)\nend\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n if <(@@PROFILE following) = [True]> then\n broadcast (@follow remove v)\n else\n broadcast (@follow add v)\n end\n end\n end\nend\nstamp\nif <not <mouse down?>> then\n set [mouse_down v] to [0]\nend\n\ndefine User Search result\nclear graphic effects\nswitch costume to (search-profile v)\nset size to (100) %\ngo to x: (0) y: (0)\nstamp\nSFE | Print Line: Pos ((130) - ((length of (answer)) / (0.28))) [37] Size [12] Angle [] Bounds [] [] Space [] Align [] [] Text (answer)\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nswitch costume to (search-profile-button v)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n set [mode v] to [profile]\n set [@profile-on v] to (answer)\n broadcast (@get-user-info v)\n end\nend\nstamp\nSFE | Switch to Font [work sans]\nSFE | Print Line: Pos [90] [7] Size [10] Angle [] Bounds [] [] Space [] Align [] [] Text (join (item ((length of [@decoded_response v]) - (1)) of [@decoded_response v]) [ followers])\nSFE | Print Line: Pos [90] [-17] Size [10] Angle [] Bounds [] [] Space [] Align [] [] Text (join (item (length of [@decoded_response v]) of [@decoded_response v]) [ levels])\n\ndefine User bundle display\nif <mouse down?> then\n set [mouse_down v] to [1]\nend\nSFE | Switch to Font [work sans semibold]\nSFE | Set Text Color: RGBA [0] [0] [0] [100]\nif <(@@tab) = [following]> then\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join (join (@profile-on) [ > Following ]) (join [\(] (join (length of [@decoded_response v]) (join [\) - Page ] (@@page)))))\nelse\n SFE | Print Line: Pos [-220] [87] Size [11] Angle [] Bounds [] [] Space [] Align [l] [] Text (join (join (@profile-on) [ > Followers ]) (join [\(] (join (length of [@decoded_response v]) (join [\) - Page ] (@@page)))))\nend\nif <([🌤️response_output v] of [cloud requests v]) = [-1]> then\n clear graphic effects\n set [ghost v] effect to (8)\n set size to (100) %\n go to x: (-82) y: (-30)\n switch costume to (nouser v)\n stamp\nelse\n set [i v] to (((@@page) * (15)) - (14))\n set [o v] to [0]\n repeat (15)\n change [o v] by (1)\n if <not <(i) > (length of [@decoded_response v])>> then\n go to x: (-10) y: (0)\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (user v)\n set size to (70) %\n go to x: ((-180) + ((((o) - (1)) mod (3)) * (160))) y: ((110) + (([ceiling v] of ((o) / (3)) ) * (-45)))\n stamp\n SFE | Switch to Font [work sans semibold]\n SFE | Set Text Color: RGBA [] [0] [0] [100]\n SFE | Print Line: Pos ((-220) + ((((o) - (1)) mod (3)) * (160))) ((97) + (([ceiling v] of ((o) / (3)) ) * (-45))) Size [10.4] Angle [] Bounds [] [] Space [] Align [l] [] Text (item (i) of [@decoded_response v])\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (user-prev-button v)\n set size to (90) %\n go to x: ((-180) + ((((o) - (1)) mod (3)) * (160))) y: ((110) + (([ceiling v] of ((o) / (3)) ) * (-45)))\n change x by (-8)\n change y by (12)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n if <mouse down?> then\n set [ghost v] effect to (-30)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [profile]\n set [@profile-on v] to (item (i) of [@decoded_response v])\n broadcast (@get-user-info v)\n end\n end\n end\n stamp\n end\n change [i v] by (1)\n end\nend\nclear graphic effects\nset [ghost v] effect to (0)\nswitch costume to (back v)\nset size to (60) %\ngo to x: (-182) y: (-162)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (75)\n end\n if <not <mouse down?>> then\n if <(mouse_down) = [1]> then\n set [mode v] to [profile]\n broadcast (@get-user-info v)\n end\n end\nend\nstamp\nif <not <mouse down?>> then\n set [mouse_down v] to [0]\nend\n\nwhen I receive [shutdownnotice-close v]\nwait (0.2) seconds\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n erase all\n pen up\n end\n if <<(mode) = [userbundle]> and <(⛈️ STATUS) = [2]>> then\n User bundle display\n end\n if <<(mode) = [profile]> and <(⛈️ STATUS) = [2]>> then\n Profile\n end\n if << (mode) contains [userlevels]?> and <(⛈️ STATUS) = [2]>> then\n CommunityLevels\n end\n if <<(mode) = [messages]> and <(⛈️ STATUS) = [2]>> then\n Stamp messages\n end\n if <<(mode) = [search]> and <(⛈️ STATUS) = [2]>> then\n CommunityLevels\n if <not <<(item (length of [@decoded_response v]) of [@decoded_response v]) = [^]> or <(item (length of [@decoded_response v]) of [@decoded_response v]) = [True]>>> then\n User Search result\n end\n end\n if <<(mode) = [more]> and <(⛈️ STATUS) = [2]>> then\n CommunityLevels\n end\n if <<(mode) = [community]> and <(⛈️ STATUS) = [2]>> then\n CommunityLevels\n end\n if <<(mode) = [mystuff]> and <(⛈️ STATUS) = [2]>> then\n Mystuff\n end\n if <(mode) = [spotlight]> then\n if <(--interaction opened) = [0]> then\n if <not <(@@LEVEL shared) = [?]>> then\n if <(⛈️ STATUS) = [2]> then\n Spotlight\n end\n end\n end\n end\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n if <not <(mode) = [...]>> then\n SFE | Switch to Font [work sans]\n SFE | Set Text Color: RGBA [40] [40] [40] []\n SFE | Print Line: Pos [230] [146] Size [11] Angle [] Bounds [] [] Space [] Align [r] [] Text (@username)\n end\n end\nend\n\n@Blocks\n\nif <(item (i) of [type v]) = [11]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\nend\n\ndefine sb\nset [upbouncevel v] to (((upBounceVel) * (0.6)) + ((((0) + ()) - (eff1val)) * (0.15)))\nchange [eff1val v] by (upBounceVel)\n\nwhen flag clicked\nhide\n\ndefine Stamp (theme)\nset size to (102) %\nsay []\nhide\nset [i v] to [0]\nset [zähler v] to [0]\nset [z2 v] to [0]\nset [@last_coins v] to (@coins)\nset [@coins v] to [0]\nrepeat (length of [type v])\n clear graphic effects\n change [i v] by (1)\n if <(item (i) of [type v]) = [6]> then\n change [@coins v] by (1)\n end\n if <[collected_keys v] contains (i)?> then\n set [@key collected? v] to [1]\n else\n if <not <(item (i) of [type v]) = [17]>> then\n set [@key collected? v] to [0]\n end\n end\n add [0] to [collision_ v]\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n if <([abs v] of (([x v] of [hitbox v]) - (item (i) of [x v])) ) < [50]> then\n if <([abs v] of (([y v] of [hitbox v]) - (item (i) of [y v])) ) < [50]> then\n if <(@KEY collected?) = [0]> then\n add (i) to [iterate_items v]\n end\n end\n end\n if <not <<(item (i) of [type v]) = [1]> or <<(item (i) of [type v]) = [11]> or <(item (i) of [type v]) = [21]>>>> then\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n change [zähler v] by (1)\n change [z2 v] by (0)\n set size to (1000) %\n go to x: ((item (i) of [x v]) - (SCROLL X)) y: ((item (i) of [y v]) - (SCROLL Y))\n switch costume to (join [_] (round (item (i) of [type v])))\n Cc (theme)\n if <(letter (1) of (item (i) of [cs v])) = [0]> then\n if <(item (i) of [type v]) = [3]> then\n switch costume to (spring_top v)\n set [fisheye v] effect to ((upBounceVel) * (10))\n else\n if <(item (i) of [type v]) = [2]> then\n switch costume to (join [lava ani ] ((round ((@@tick) / (0.1))) mod (4)))\n else\n if <(item (i) of [type v]) = [4]> then\n switch costume to (join [water ani ] ((round ((@@tick) / (0.1))) mod (4)))\n else\n if <(item (i) of [type v]) = [13]> then\n switch costume to (join [posion ani ] ((round ((@@tick) / (0.1))) mod (3)))\n end\n end\n end\n end\n end\n if <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>> then\n switch costume to (begin v)\n set [brightness v] effect to (10)\n end\n point in direction (90)\n if <(item (i) of [type v]) = [12]> then\n if <[collected_keys v] contains (i)?> then\n set [ghost v] effect to (80)\n else\n change y by (([sin v] of (((@@tick) + ((item (i) of [x v]) * (3))) * (100)) ) * (2.5))\n set rotation style [all around v]\n point in direction ((([cos v] of (((@@tick) + ((item (i) of [x v]) * (3))) * (100)) ) * (2.5)) + (90))\n change y by (5)\n end\n end\n if <(item (i) of [type v]) = [6]> then\n if <[collected_coins v] contains (i)?> then\n set [ghost v] effect to (80)\n else\n change y by (([sin v] of (((@@tick) + ((item (i) of [x v]) * (3))) * (100)) ) * (2.5))\n change y by (5)\n end\n end\n if <(item (i) of [type v]) = [7]> then\n if <not <(letter (3) of (item (i) of [cs v])) = [1]>> then\n switch costume to (down_spring_top v)\n end\n end\n if <(item (i) of [type v]) = [3]> then\n if <(item (i) of [type v]) = [5]> then\n set rotation style [all around v]\n point in direction (direction of the saw)\n end\n if <(item (i) of [type v]) = [10]> then\n if <(players needs all coins to win) = [1]> then\n if <(mode) = [playing]> then\n if <not <(length of [collected_coins v]) = (@last_coins)>> then\n set [ghost v] effect to (70)\n end\n end\n end\n end\n if <<(item (i) of [type v]) = [15]> or <(item (i) of [type v]) = [16]>> then\n switch costume to (_15 v)\n set size to ((90) + (([sin v] of (((@@tick) + ((item (i) of [sign v]) * (2))) * (300)) ) * (5))) %\n set [color v] effect to ((item (i) of [sign v]) * (2))\n end\n if <<(item (i) of [type v]) = [12]> or <(item (i) of [type v]) = [17]>> then\n set [color v] effect to ((item (i) of [sign v]) * (2))\n end\n if <(item (i) of [type v]) = [17]> then\n if <(@KEY collected?) = [1]> then\n set [ghost v] effect to (80)\n end\n end\n if <(item (i) of [type v]) = [9]> then\n if <(checkpoint) = (i)> then\n change y by ((+*checkpoint_bounce) / (10))\n set [brightness v] effect to (30)\n end\n end\n set size to (102) %\n stamp\n end\n end\n point in direction (90)\n change [i v] by (0)\n if <<(item (i) of [type v]) = [1]> or <<(item (i) of [type v]) = [11]> or <(item (i) of [type v]) = [21]>>> then\n set [@key collected? v] to [0]\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n change [zähler v] by (1)\n clear graphic effects\n set size to (100000) %\n switch costume to (blank_ground_block v)\n go to x: ((item (i) of [x v]) - (SCROLL X)) y: ((item (i) of [y v]) - (SCROLL Y))\n set size to (102) %\n Cc (theme)\n point in direction (90)\n if <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>> then\n switch costume to (begin v)\n set [brightness v] effect to (10)\n end\n stamp\n if <(letter (1) of (item (i) of [cs v])) = [0]> then\n if <not <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>>> then\n if <(theme) = [g]> then\n switch costume to (join [grassland_overlay_] (item (i) of [type v]))\n end\n if <(theme) = [d]> then\n switch costume to (join [desert_overlay_] (item (i) of [type v]))\n end\n if <(theme) = [s]> then\n switch costume to (join [winter_overlay_] (item (i) of [type v]))\n end\n if <(theme) = [r]> then\n switch costume to (join [rf_overlay_] (item (i) of [type v]))\n end\n set size to (102) %\n stamp\n end\n end\n end\n end\n end\nend\nset size to (100000000) %\nswitch costume to (begin v)\ngo to x: ((item (1) of [x v]) - (SCROLL X)) y: ((item (1) of [y v]) - (SCROLL Y))\nset size to (102) %\nclear graphic effects\nstamp\njoystick\nif <touching (mouse-pointer v)?> then\n stop [this script v]\nend\nset size to (100000000) %\nswitch costume to (begin v)\nset size to (102) %\nif <(joystick active?) = [0]> then\n if <(mode) = [editor]> then\n if <(paused2) = [0]> then\n if <(blockselected) < [1000]> then\n go to (mouse-pointer v)\n show\n if <not <touching (shrink v)?>> then\n if <((mouse y) mod (25)) > ((12.5) - ((SCROLL Y) mod (25)))> then\n set y to (((([floor v] of (((mouse y) + (25)) / (25)) ) * (25)) + (0)) - ((SCROLL Y) mod (25)))\n else\n set y to (((([floor v] of ((mouse y) / (25)) ) * (25)) + (0)) - ((SCROLL Y) mod (25)))\n end\n if <((mouse x) mod (25)) > ((12.5) - ((SCROLL X) mod (25)))> then\n set x to (((([floor v] of (((mouse x) + (25)) / (25)) ) * (25)) + (0)) - ((SCROLL X) mod (25)))\n else\n set x to (((([floor v] of ((mouse x) / (25)) ) * (25)) + (0)) - ((SCROLL X) mod (25)))\n end\n if <not <<(blockselected) = [10]> and <[type v] contains [10]?>>> then\n set [a v] to [1]\n repeat until <<<(item (a) of [x v]) = ((SCROLL X) + (x position))> and <(item (a) of [y v]) = ((y position) + (SCROLL Y))>> or <(a) > (length of [type v])>>\n change [a v] by (1)\n end\n show\n clear graphic effects\n set [ghost v] effect to (70)\n switch costume to (join [_] (blockselected))\n else\n set [blockselected v] to [1]\n end\n if <not <<(item (a) of [x v]) = ((SCROLL X) + (x position))> and <(item (a) of [y v]) = ((y position) + (SCROLL Y))>>> then\n point in direction (90)\n if <(blockselected) = [5]> then\n point in direction (direction of the saw)\n end\n if <mouse down?> then\n if <not <touching (shrink v)?>> then\n if <(blockselected) = [8]> then\n delete all of [zw.data v]\n add ((SCROLL X) + (x position)) to [zw.data v]\n add ((y position) + (SCROLL Y)) to [zw.data v]\n set [ghost v] effect to (0)\n stamp\n hide\n ask [What direction do you want the sign to point at? type \("left"/"right"/"up"/"down"\)] and wait\n set [say v] to (letter (1) of (answer))\n if <not < [lrud] contains (say)?>> then\n set [say v] to [0]\n end\n add platfom (item (1) of [zw.data v]) (item (2) of [zw.data v]) [8]\n show\n else\n if <(blockselected) = [1]> then\n if <(pick random (1) to (7)) = [1]> then\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) ((blockselected) + (20))\n else\n if <(pick random (1) to (2)) = [1]> then\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) ((blockselected) + (10))\n else\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) (blockselected)\n end\n end\n else\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) (blockselected)\n end\n end\n end\n end\n if <not <touching (shrink v)?>> then\n stamp\n end\n else\n hide\n end\n end\n else\n go to (mouse-pointer v)\n show\n if <not <touching (shrink v)?>> then\n switch costume to (rubber v)\n if <mouse down?> then\n if <not <touching (shrink v)?>> then\n set [ghost v] effect to (20)\n set [rtr v] to [0]\n repeat (length of [type v])\n change [rtr v] by (1)\n if <<[-10] < ((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v])))> and <((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v]))) < [10]>> then\n if <<[-10] < ((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v])))> and <((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v]))) < [10]>> then\n remove platform (item (rtr) of [x v]) (item (rtr) of [y v])\n end\n end\n end\n end\n else\n set [ghost v] effect to (60)\n end\n show\n stamp\n end\n end\n end\n end\n hide\n if <(mode) = [editor]> then\n if <[type v] contains [8]?> then\n show\n switch costume to (_8l2sign v)\n go to (mouse-pointer v)\n set [rtr v] to [0]\n set [e?true v] to [0]\n repeat (length of [type v])\n change [rtr v] by (1)\n if <(item (rtr) of [type v]) = [8]> then\n if <<[-10] < ((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v])))> and <((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v]))) < [10]>> then\n if <<[-10] < ((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v])))> and <((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v]))) < [10]>> then\n set [e?true v] to (rtr)\n set size to (80) %\n go to x: ((item (rtr) of [x v]) - (SCROLL X)) y: ((item (rtr) of [y v]) - (SCROLL Y))\n say [\[o to edit direction\]]\n change [ghost v] effect by (100)\n stop [this script v]\n end\n end\n end\n end\n end\n show\n set [ghost v] effect to (100)\n end\nend\nif <(item (i) of [type v]) = [3]> then\n set [brightness v] effect to (0)\nend\n\nwhen I receive [update v]\nerase all\nif <<(@@LEVEL theme) = [r]> and <(mode) = [playing]>> then\n go to (hitbox v)\n set pen color to (#fefefe)\n set pen size to ((60) + (([sin v] of ((timer) * (100)) ) * (5)))\n set pen (transparency v) to (83)\n pen down\n pen up\nend\ndelete all of [iterate_items v]\ndelete all of [collision_ v]\nsb\nStamp (theme)\n\ndefine Cc (theme)\nif <not <(item (i) of [cs v]) = [0]>> then\n if <(item (i) of [type v]) = [11]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [1]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [2]> then\n switch costume to (join [_2_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [4]> then\n switch costume to (join [_4_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [15]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [13]> then\n switch costume to (join [_13_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [21]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [type v]) = [12]> then\n switch costume to (2w v)\n end\n if <(item (i) of [type v]) = [8]> then\n switch costume to (join [_8] (item (i) of [sign v]))\n end\nend\nset [shrinked? v] to [0]\n\ndefine BlockPos Check Elem (element)\nreplace item (element) of [cs v] with [04]\nset [i v] to (element)\nset [@block_below v] to [0]\nset [e v] to [0]\nrepeat (length of [type v])\n change [e v] by (1)\n if <not <(item (e) of [type v]) = [6]>> then\n if <(item (e) of [y v]) = ((item (i) of [y v]) + (25))> then\n if <(item (e) of [x v]) = (item (i) of [x v])> then\n replace item (i) of [cs v] with (join [1] (join (letter (2) of (item (i) of [cs v])) (letter (3) of (item (i) of [cs v]))))\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [1] [1]))\n end\n end\n end\n if <not <(item (i) of [type v]) = [6]>> then\n if <(item (e) of [y v]) = ((item (i) of [y v]) + (-25))> then\n if <(item (e) of [x v]) = (item (i) of [x v])> then\n set [@block_below v] to [1]\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [1] [1]))\n replace item (e) of [cs v] with (join [1] (join (letter (2) of (item (e) of [cs v])) (letter (3) of (item (e) of [cs v]))))\n end\n end\n if <(item (e) of [y v]) = (item (i) of [y v])> then\n if <(item (e) of [x v]) = ((item (i) of [x v]) + (25))> then\n if <(letter (2) of (item (e) of [cs v])) = [4]> then\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [3] (letter (3) of (item (e) of [cs v]))))\n else\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [1] (letter (3) of (item (e) of [cs v]))))\n end\n if <(letter (2) of (item (i) of [cs v])) = [4]> then\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [2] (letter (3) of (item (i) of [cs v]))))\n else\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [1] (letter (3) of (item (i) of [cs v]))))\n end\n end\n if <(item (e) of [x v]) = ((item (i) of [x v]) + (-25))> then\n if <(letter (2) of (item (e) of [cs v])) = [4]> then\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [2] (letter (3) of (item (e) of [cs v]))))\n else\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [1] (letter (3) of (item (e) of [cs v]))))\n end\n if <(letter (2) of (item (i) of [cs v])) = [4]> then\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [3] (letter (3) of (item (i) of [cs v]))))\n else\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [1] (letter (3) of (item (i) of [cs v]))))\n end\n end\n end\n end\nend\n\nwhen I receive [debug v]\nset [debugging v] to [True]\nset [debugging v] to [False]\n\ndefine remove platform (x) (y)\ndelete all of [poscheck: items to check v]\nset [o v] to [2]\nset [i v] to []\nrepeat until <(o) > (length of [type v])>\n change [o v] by (1)\n if <<(item (o) of [x v]) = (x)> and <(item (o) of [y v]) = (y)>> then\n set [i v] to (o)\n end\n if <<([abs v] of ((item (o) of [x v]) - (x)) ) < [30]> and <([abs v] of ((item (o) of [y v]) - (y)) ) < [30]>> then\n add (o) to [poscheck: items to check v]\n end\n if <<<(item (o) of [x v]) = ((x) + (25))> or <(item (o) of [x v]) = ((x) + (-25))>> and <(item (o) of [y v]) = (y)>> then\n add (o) to [poscheck: items to check v]\n end\nend\ndelete (i) of [x v]\ndelete (i) of [y v]\ndelete (i) of [sign v]\ndelete (i) of [type v]\ndelete (i) of [cs v]\nset [change v] to [1]\nset [aa v] to [0]\nrepeat (length of [poscheck: items to check v])\n change [aa v] by (1)\n BlockPos Check Elem (item (aa) of [poscheck: items to check v])\nend\n\nwhen I receive [hard-cscheck v]\nset [debugging v] to [True]\nBlockPos Check All\nset [debugging v] to [False]\n\ndefine BlockPos Check All\ndelete all of [cs v]\nadd [10] to [cs v]\nset [a v] to [0]\nrepeat (length of [type v])\n change [a v] by (1)\n add [10] to [cs v]\n if <<is compiled?> or <(a) < [500]>> then\n BlockPos Check Elem (a)\n end\nend\n\nwhen I receive [cscheck v]\nset [debugging v] to [True]\nif <<is compiled?> or <(length of [type v]) < [200]>> then\n BlockPos Check All\nend\nset [debugging v] to [False]\n\ndefine joystick\ngo to x: (200) y: (-105)\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nswitch costume to (joystick v)\nset [ghost v] effect to (55)\nset size to (19) %\nshow\nstamp\nclear graphic effects\nset [joystick dir v] to []\nif <mouse down?> then\n if <(joystick active?) = [1]> then\n point towards (mouse-pointer v)\n set [joystick dir v] to (round (direction))\n if <(distance to [mouse-pointer v]) > [20]> then\n move (20) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n else\n if <touching (mouse-pointer v)?> then\n set [joystick active? v] to [1]\n point towards (mouse-pointer v)\n set [joystick dir v] to (round (direction))\n if <(distance to [mouse-pointer v]) > [20]> then\n move (20) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n end\n end\nelse\n go to x: (200) y: (-105)\n set [joystick active? v] to [0]\nend\npoint in direction (90)\nset size to (9.5) %\nset [ghost v] effect to (30)\nstamp\nhide\nclear graphic effects\nset rotation style [left-right v]\n\ndefine add platfom (xpos) (ypos) (id)\nif <not <(say) = []>> then\n if <(length of [type v]) > [799]> then\n broadcast (levellimit-popup v)\n else\n set [o v] to [1]\n repeat until <<<(item (o) of [x v]) = (xpos)> and <(item (o) of [y v]) = (ypos)>> or <(o) > (length of [type v])>>\n change [o v] by (1)\n end\n add (xpos) to [x v]\n add (ypos) to [y v]\n add (id) to [type v]\n if <(@EDITOR portal lock) = [0]> then\n if <(id) = [15]> then\n set [say v] to (pick random (10) to (99))\n set [@editor portal lock v] to (say)\n end\n else\n if <(id) = [16]> then\n set [say v] to (@EDITOR portal lock)\n set [@editor portal lock v] to [0]\n end\n end\n if <(@EDITOR key lock) = [0]> then\n if <(id) = [12]> then\n set [say v] to (pick random (10) to (99))\n set [@editor key lock v] to (say)\n end\n else\n if <(id) = [17]> then\n set [say v] to (@EDITOR key lock)\n end\n end\n add (say) to [sign v]\n add [0] to [cs v]\n if <is compiled?> then\n BlockPos Check Elem (o)\n else\n BlockPos Check Elem (o)\n end\n set [change v] to [1]\n end\nend\nset [say v] to [0]\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Hitbox\n\ndefine Physics\ngo to [back v] layer\nif <(@PLAYING warping) = [0]> then\n collision\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> then\n change [sx v] by (speed)\n if <[8] < (sx)> then\n set [sx v] to [8]\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> then\n change [sx v] by ((speed) * (-1))\n if <(sx) < [-8]> then\n set [sx v] to [-8]\n end\n end\n end\n if <(sy) < [-9]> then\n set [sy v] to [-9]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n if <not <[collision_ v] contains [4]?>> then\n if <(in air) < [4]> then\n set [sy v] to (jump height)\n end\n end\n end\n if <[collision_ v] contains [13]?> then\n set [in_water v] to [0]\n if <(in_potion) = [0]> then\n set [in_potion v] to [1]\n broadcast (potion v)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [sy v] to [-3]\n else\n set [sy v] to [1]\n end\n else\n if <[collision_ v] contains [4]?> then\n set [in_potion v] to [0]\n if <(in_water) = [0]> then\n set [in_water v] to [1]\n broadcast (water v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n set [sy v] to [3]\n else\n set [sy v] to [-1]\n end\n else\n set [in_potion v] to [0]\n change [sy v] by (-1)\n set [in_water v] to [0]\n end\n end\n set [sx v] to ((sx) * (0.7))\n if <[collision_ v] contains [7]?> then\n set [sy v] to [-14]\n end\n y (sy)\n x (sx)\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (3)))\n set [scroll x v] to (round (SCROLL X))\n if <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\n end\n say []\n if <<[collision_ v] contains [15]?> or <[collision_ v] contains [16]?>> then\n if <[collision_ v] contains [15]?> then\n if <(item ((item # of [15] in [collision_ v]) + (1)) of [type v]) = [16]> then\n say [\[z\] to use portal]\n if <key (z v) pressed?> then\n set [@portal target v] to ((item # of [15] in [collision_ v]) + (1))\n broadcast (@PORTAL warp v)\n end\n end\n else\n if <(item ((item # of [16] in [collision_ v]) + (-1)) of [type v]) = [15]> then\n say [\[z\] to use portal]\n if <key (z v) pressed?> then\n set [@portal target v] to ((item # of [16] in [collision_ v]) + (-1))\n broadcast (@PORTAL warp v)\n end\n end\n end\n end\nend\ngoto\nset [die v] to [0]\nif <<[collision_ v] contains [2]?> or <[collision_ v] contains [5]?>> then\n set [die v] to [1]\nend\nif <[collision_ v] contains [3]?> then\n set [sy v] to [14]\n set [upbouncevel v] to [8]\nend\nif <[collision_ v] contains [12]?> then\n if <not <[collected_keys v] contains (item # of [12] in [collision_ v])?>> then\n add (item # of [12] in [collision_ v]) to [collected_keys v]\n start sound [unlock v]\n end\nend\nif <[collision_ v] contains [6]?> then\n if <not <[collected_coins v] contains (item # of [6] in [collision_ v])?>> then\n add (item # of [6] in [collision_ v]) to [collected_coins v]\n if <<(@coins) = (length of [collected_coins v])> and <(players needs all coins to win) = [1]>> then\n start sound [unlock v]\n else\n start sound [coin v]\n end\n end\nend\nif <(y) < [-300]> then\n set [die v] to [1]\nend\nif <[collision_ v] contains [10]?> then\n if <<(players needs all coins to win) = [1]> and <not <(@coins) = (length of [collected_coins v])>>> then\n say (join [you need ] (join ((@coins) - (length of [collected_coins v])) [ more coins]))\n else\n if <(win) = [0]> then\n broadcast (win v)\n end\n set [win v] to [1]\n set [die v] to [0]\n end\nend\ncollision\nif <[collision_ v] contains [9]?> then\n if <not <(checkpoint) = (item # of [9] in [collision_ v])>> then\n set [checkpoint v] to (item # of [9] in [collision_ v])\n start sound [Collect v]\n broadcast (activate checkpoint v)\n end\nend\nif <[collision_ v] contains [8]?> then\n set [sign_item v] to (item # of [8] in [collision_ v])\n create clone of (_myself_ v)\nend\n\ndefine y (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\ngoto\nrepeat until <not <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>>>\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 goto\n set [sy v] to [0]\nend\n\ndefine x (sx)\nchange [x v] by (sx)\ngoto\nif <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>> then\n repeat (10)\n change [y v] by (1)\n goto\n if <not <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n repeat until <not <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n goto\n set [sx v] to [0]\n end\n set [x v] to (x)\n if <(walljump) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n if <([abs v] of (sx) ) = (sx)> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [sy v] to [10]\n end\n end\nend\n\ndefine goto\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nclear graphic effects\ncollision\n\ndefine Die\nstart sound [crashed oof v]\nset [win v] to [1]\nif <(y position) < [-100]> then\n set [sy v] to [0]\n set [win v] to [0]\nelse\n set [sy v] to [10]\n set [sx v] to [-3]\n repeat (25)\n change [ghost v] effect by (5)\n turn right (5) degrees\n change x by (sx)\n change y by (sy)\n change [sy v] by (-1.3)\n end\n point in direction (90)\n set [win v] to [0]\nend\n\ndefine Import level\nset [@editor portal lock v] to [0]\nset [@editor key lock v] to [0]\nset [checkpoint v] to [2]\nset [shrinked? v] to [0]\ndelete all of [type v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [sign v]\nadd platfom [0] [-100] [1]\nadd platfom [0] [-75] [9]\nif <not <(input) = []>> then\n set [debugging v] to [True]\n set [paused2 v] to [0]\n if < (input) contains [}]?> then\n Savecode Decoder [1]\n broadcast (hard-cscheck v) and wait\n else\n Savecode Decoder [2]\n broadcast (hard-cscheck v) and wait\n end\nelse\n broadcast (hard-cscheck v)\n set [players needs all coins to win v] to [0]\n set [walljump v] to [0]\n set [speed v] to [2.1]\n set [jump height v] to [8]\nend\n\nwhen I receive [edit v]\nset [@editor portal lock v] to [0]\nset [@editor key lock v] to [0]\nset [pos_in_histr v] to [0]\ndelete all of [history v]\ndelete all of [collected_coins v]\ndelete all of [collected_keys v]\nImport level\nset [ghost v] effect to (100)\nset [change v] to [0]\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [-75]\nset [sy v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [-75]\nset [blockselected v] to [1]\nset [. v] to [0]\nforever\n change [direction of the saw v] by (1)\n if <(@PLAYING warping) = [0]> then\n point in direction (90)\n set size to (50) %\n end\n if <(mode) = [editor]> then\n set [checkpoint v] to [2]\n if <<(blockselected) = [8]> or <(blockselected) = [1000]>> then\n broadcast (update v) and wait\n else\n broadcast (update v)\n end\n if <<(paused2) = [0]> and <(debugging) = [False]>> then\n broadcast (ui v)\n if <(e?true) > [0]> then\n if <key (o v) pressed?> then\n ask [What direction do you want the sign to point at? type \("left"/"right"/"up"/"down"\)] and wait\n if <not <(answer) = []>> then\n set [say v] to (letter (1) of (answer))\n if <not < [lrud] contains (say)?>> then\n set [say v] to [0]\n end\n replace item (e?true) of [sign v] with (say)\n set [change v] to [1]\n end\n end\n end\n hide\n set [sx v] to [0]\n set [sy v] to [0]\n set [x v] to [0]\n set [y v] to [-75]\n set [win v] to [0]\n if <<(.) = [1]> and <not <mouse down?>>> then\n Histr\n set [. v] to [0]\n end\n if <(change) = [1]> then\n set [change v] to [0]\n set [. v] to [1]\n end\n end\n else\n show\n if <(die) = [0]> then\n if <<(paused2) = [0]> and <(debugging) = [False]>> then\n set [die v] to [0]\n Physics\n set x to (round (x position))\n broadcast (update v)\n broadcast (ui v)\n end\n else\n Die\n set [die v] to [0]\n set [sy v] to [0]\n set [sx v] to [0]\n if <(checkpoint) = [0]> then\n set [checkpoint v] to [2]\n end\n set [x v] to (item (checkpoint) of [x v])\n set [y v] to ((item (checkpoint) of [y v]) + (0))\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\n\nchange x by (((x position) - ((item (item # of [10] in [type v]) of [x v]) - (SCROLL X))) / (-5))\nchange y by (((y position) - (((item (item # of [10] in [type v]) of [y v]) - (3)) - (SCROLL Y))) / (-5))\ngo to [back v] layer\n\nbroadcast (update v)\n\ndefine Editormovemnet\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> then\n change [scroll x v] by (6.25)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> then\n change [scroll x v] by (-6.25)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(joystick active?) = [1]> and <([abs v] of (joystick dir) ) > [112.5]>>> then\n if <(SCROLL Y) > [-100]> then\n change [scroll y v] by (-6.25)\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n change [scroll y v] by (6.25)\nend\nif <<(@EDITOR portal lock) = [0]> and <(@EDITOR key lock) = [0]>> then\n if <key (1 v) pressed?> then\n set [blockselected v] to [1]\n end\n if <key (2 v) pressed?> then\n set [blockselected v] to [2]\n end\n if <key (3 v) pressed?> then\n set [blockselected v] to [4]\n end\n if <key (4 v) pressed?> then\n set [blockselected v] to [3]\n end\n if <key (5 v) pressed?> then\n set [blockselected v] to [7]\n end\n if <key (6 v) pressed?> then\n set [blockselected v] to [5]\n end\n if <key (7 v) pressed?> then\n set [blockselected v] to [6]\n end\n if <key (8 v) pressed?> then\n set [blockselected v] to [8]\n end\n if <key (9 v) pressed?> then\n set [blockselected v] to [15]\n end\n if <key (a v) pressed?> then\n set [blockselected v] to [12]\n end\n if <key (b v) pressed?> then\n set [blockselected v] to [13]\n end\n if <key (c v) pressed?> then\n set [blockselected v] to [9]\n end\n if <key (d v) pressed?> then\n set [blockselected v] to [10]\n end\n if <key (e v) pressed?> then\n set [blockselected v] to [1000]\n end\n if <key (m v) pressed?> then\n set [scroll y v] to [0]\n set [scroll x v] to [0]\n end\nend\n\nwhen I receive [loadcode v]\nImport level\nHistr\n\ndefine Savecode Decoder (mode)\nif <(mode) = [2]> then\n set [debugging v] to [True]\n broadcast (decode level v)\nend\nif <(mode) = [1]> then\n set [jump height v] to [8]\n set [speed v] to [2.1]\n set [author v] to [?]\n set [status v] to [0]\n set [zeile v] to [1]\n set [zwische v] to []\n delete all of [ouoot v]\n add [] to [ouoot v]\n if <not <(input) = []>> then\n if <not <[history v] contains (input)?>> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n repeat (length of (input))\n change [status v] by (1)\n if <not <<(letter (status) of (input)) = [ß]> or <(letter (status) of (input)) = [}]>>> then\n set [zwische v] to (join (zwische) (letter (status) of (input)))\n else\n if <not < (zwische) contains [\(]?>> then\n replace item (length of [ouoot v]) of [ouoot v] with (join (item (length of [ouoot v]) of [ouoot v]) (item (zwische) of [z\(old_decoder\) characterst v]))\n else\n replace item (length of [ouoot v]) of [ouoot v] with (join (item (length of [ouoot v]) of [ouoot v]) (zwische))\n end\n set [zwische v] to []\n if <(letter (status) of (input)) = [}]> then\n add [] to [ouoot v]\n end\n end\n end\n end\n set [status v] to [0]\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add ((item (status) of [ouoot v]) * (25)) to [x v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add ((item (status) of [ouoot v]) * (25)) to [y v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add (item (status) of [ouoot v]) to [type v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add (item (status) of [ouoot v]) to [sign v]\n end\n delete (length of [ouoot v]) of [ouoot v]\n if <<(item (length of [ouoot v]) of [ouoot v]) = [d]> or <(item (length of [ouoot v]) of [ouoot v]) = [g]>> then\n set [@@level theme v] to (item (length of [ouoot v]) of [ouoot v])\n delete (length of [ouoot v]) of [ouoot v]\n if <(item (length of [ouoot v]) of [ouoot v]) = [yes]> then\n set [walljump v] to [1]\n else\n set [walljump v] to [0]\n end\n delete (length of [ouoot v]) of [ouoot v]\n set [checkpoint v] to [2]\n else\n broadcast (error v)\n set [input v] to []\n Import level\n end\nend\n\ndefine collision\nset [o v] to [0]\nrepeat (length of [iterate_items v])\n change [o v] by (1)\n set [i v] to (item (o) of [iterate_items v])\n replace item (i) of [collision_ v] with [0]\n if <((item (i) of [x v]) - ((21) + ((1) / (2)))) < (x)> then\n if <not <((item (i) of [x v]) - ((-21) + ((1) / (2)))) < (x)>> then\n if <((item (i) of [y v]) - ((22) + ((1) / (2)))) < (y)> then\n if <not <((item (i) of [y v]) - ((-22) + ((1) / (2)))) < (y)>> then\n if <not <[collected_coins v] contains (i)?>> then\n if <([floor v] of (item (i) of [type v]) ) = [17]> then\n replace item (i) of [collision_ v] with [1]\n else\n replace item (i) of [collision_ v] with ([floor v] of (item (i) of [type v]) )\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nset [input v] to []\nImport level\n\nwhen I start as a clone\nset size to (80) %\nswitch costume to (sign v)\nshow\nset [ghost v] effect to (100)\ngo to x: ((item (sign_item) of [x v]) - (SCROLL X)) y: ((item (sign_item) of [y v]) - (SCROLL Y))\nsay (item (sign_item) of [sign v])\n\nwhen I receive [n v]\nif <(pos_in_histr) < (length of [history v])> then\n change [pos_in_histr v] by (1)\n set [input v] to (item (pos_in_histr) of [history v])\n Import level\nend\n\nwhen flag clicked\nhide\nset [paused2 v] to [0]\n\nwhen I receive [edit v]\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n wait (0.1) seconds\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [edit v]\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [checkpoint v] to [2]\nset [x v] to [0]\nset [y v] to [-100]\nset [scroll x v] to [0]\nset [scroll y v] to [-100]\nset [win v] to [0]\ndelete all of [collected_coins v]\ndelete all of [collected_keys v]\n\nwhen I receive [update v]\ndelete this clone\n\ndefine Histr\nbroadcast (getdta v) and wait\nchange [pos_in_histr v] by (1)\ninsert (output) at (pos_in_histr) of [history v] \n\nwhen I receive [edit v]\nforever\n go to [back v] layer\n change [cooldown v] by (-2.7)\n if <(mode) = [playing]> then\n if <<(paused2) = [0]> and <(debugging) = [False]>> then\n change [last v] by (-1)\n if <(pick random (1) to (60)) = [1]> then\n if <(last) < [0]> then\n set [last v] to [5]\n switch costume to (7 v)\n repeat (5)\n next costume\n end\n repeat (1)\n switch costume to (10 v)\n end\n repeat (1)\n switch costume to (8 v)\n end\n repeat (1)\n switch costume to (11 v)\n end\n repeat (1)\n switch costume to (7 v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> and <<<key (up arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>>> then\n switch costume to (5 v)\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> and <<<key (up arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>>> then\n switch costume to (6 v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> then\n switch costume to (2 v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> then\n switch costume to (3 v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [p v]\nif <[1] < (pos_in_histr)> then\n change [pos_in_histr v] by (-1)\n set [input v] to (item (pos_in_histr) of [history v])\n Import level\nend\n\nwhen I receive [edit v]\nforever\n if <(mode) = [editor]> then\n Editormovemnet\n end\nend\n\nwhen I receive [home v]\ndelete this clone\n\nwhen I receive [@portal warp v]\nstart sound [Teleport2 v]\nset [@playing warping v] to [1]\nrepeat (5)\n change [ghost v] effect by (30)\n change size by (-8)\n say []\nend\nset [x v] to ((item (@PORTAL target) of [x v]) * (1))\nset [y v] to ((item (@PORTAL target) of [y v]) * (1))\nset [scroll x v] to ((item (@PORTAL target) of [x v]) * (1))\nset [scroll y v] to ((item (@PORTAL target) of [y v]) * (1))\ngo to x: (0) y: (0)\nrepeat (5)\n change [ghost v] effect by (-30)\n change size by (8)\n say []\nend\nset [@playing warping v] to [0]\n\ndefine add platfom (xpos) (ypos) (id)\nset [o v] to [1]\nrepeat until <<<(item (o) of [x v]) = (xpos)> and <(item (o) of [y v]) = (ypos)>> or <(o) > (length of [type v])>>\n change [o v] by (1)\nend\nif <(o) > (length of [type v])> then\n add (xpos) to [x v]\n add (ypos) to [y v]\n add (id) to [type v]\n add [0] to [sign v]\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nset volume to (50) %\n\n@Shrink\n\nwhen I start as a clone\nforever\n wait until <<(\side-bar opened) = [1]> and <<(mode) = [editor]> or <(mode) = [playing]>>>\n start sound [High Whoosh v]\n set [ghost v] effect to (100)\n go to x: (180) y: (0)\n show\n go to [back v] layer\n go [forward v] (30) layers\n repeat (9)\n change [ghost v] effect by (-10)\n go to [back v] layer\n xb\n end\n repeat until <<not <(\side-bar opened) = [1]>> or <not <<(mode) = [editor]> or <(mode) = [playing]>>>>\n go to [back v] layer\n xb\n end\n start sound [Low Whoosh v]\n repeat (10)\n change x by (((x position) - (180)) / (-3))\n change [ghost v] effect by (10)\n set [\side-bar-x v] to (x position)\n broadcast (side-bar v)\n end\n hide\n delete this clone\nend\n\ndefine xb\nset [velocity.1 v] to (((velocity.1) * (0.5)) + (((x position) - (-5)) * (-0.3)))\nchange x by ([floor v] of (velocity.1) )\nset [\side-bar-x v] to (x position)\nbroadcast (side-bar v)\n\nwhen flag clicked\nforever\n wait until <<not <(\side-bar opened) = [1]>> or <not <<(mode) = [editor]> or <(mode) = [playing]>>>>\n set [\side-bar-x v] to [1000]\n wait until <not <<not <(\side-bar opened) = [1]>> or <not <<(mode) = [editor]> or <(mode) = [playing]>>>>>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(mode) = [playing]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nset [@username v] to [gtrrgrtg]\n\nbroadcast (@ack v)\n\nwhen flag clicked\nhide\nwait (2) seconds\nforever\n if <<(mode) = [editor]> or <(mode) = [playing]>> then\n show\n go to [back v] layer\n switch costume to (mode)\n go [forward v] (2) layers\n else\n hide\n end\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@x\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <<<(mode) = [playing]> or <(mode) = [editor]>> and <(\side-bar opened) = [1]>> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((15) + ((0) - (length of (join [y ] (round (SCROLL Y))))))) of (join [y ] (round (SCROLL Y))))\n go to x: ((x) - (0)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [140] [-124]\n\nwhen I receive [side-bar v]\nchange x by (6)\nchange x by (\side-bar-x)\n\nwhen [timer v] > (0)\nhide\n\n@y\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <<<(mode) = [playing]> or <(mode) = [editor]>> and <(\side-bar opened) = [1]>> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((15) + ((0) - (length of (join [x ] (round (SCROLL X))))))) of (join [x ] (round (SCROLL X))))\n go to x: ((x) - (0)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [140] [-100]\n\nwhen I receive [side-bar v]\nchange x by (6)\nchange x by (\side-bar-x)\n\nwhen [timer v] > (0)\nhide\n\n@Editor&Play UI\n\nwhen flag clicked\nhide\nforever\n set [vel2 v] to [0]\n point in direction (90)\n wait until <(mode) = [editor]>\n set volume to (100) %\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n set [clone-id v] to [3]\n create clone of (_myself_ v)\n set [clone-id v] to [4]\n create clone of (_myself_ v)\n set [clone-id v] to [6]\n create clone of (_myself_ v)\n set [clone-id v] to [7]\n create clone of (_myself_ v)\n set [clone-id v] to [8]\n create clone of (_myself_ v)\n set [clone-id v] to [9]\n create clone of (_myself_ v)\n set [clone-id v] to [10]\n create clone of (_myself_ v)\n set [clone-id v] to [11]\n create clone of (_myself_ v)\n wait until <not <(mode) = [editor]>>\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(mode) = [editor]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (218) y: (157)\n switch costume to (... v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (155) y: (157)\n set size to (100) %\n if <(@@LEVEL shared) = [True]> then\n switch costume to (unshare v)\n else\n switch costume to (share v)\n end\n end\n if <(clone-id) = [3]> then\n set size to (100) %\n go to x: (75) y: (157)\n switch costume to (save v)\n show\n end\n if <(clone-id) = [4]> then\n go to x: (-20) y: (157)\n switch costume to (play v)\n set size to (100) %\n end\n if <(clone-id) = [5]> then\n if <(clone-id) = [6]> then\n go to x: (170) y: (90)\n set size to (100) %\n switch costume to (information v)\n end\n if <(clone-id) = [7]> then\n set size to (100) %\n go to x: (170) y: (25)\n switch costume to (theme v)\n end\n if <(clone-id) = [8]> then\n set size to (100) %\n go to x: (170) y: (-40)\n switch costume to (settings v)\n end\n if <(clone-id) = [9]> then\n set size to (100) %\n go to x: (107) y: (-90)\n switch costume to (import v)\n end\n if <(clone-id) = [10]> then\n set size to (100) %\n go to x: (107) y: (-120)\n switch costume to (export v)\n end\n if <(clone-id) = [11]> then\n set size to (100) %\n go to x: (107) y: (98)\n switch costume to (levelpage v)\n end\n set [ghost v] effect to (100)\n if <(clone-id) < [6]> then\n if <(clone-id) < [5]> then\n set y to (187)\n if <(mode) = [editor]> then\n repeat (10)\n change [ghost v] effect by (-8)\n if <(clone-id) < [5]> then\n change y by (((y position) - (157)) / (-5))\n end\n sb\n end\n end\n repeat until <not <(mode) = [editor]>>\n if <(clone-id) = [2]> then\n if <(@@LEVEL shared) = [True]> then\n switch costume to (unshare v)\n else\n switch costume to (share v)\n end\n end\n if <(clone-id) < [5]> then\n change y by (((y position) - (157)) / (-5))\n end\n if <(clone-id) = [2]> then\n show\n if <(length of [type v]) = [1]> then\n hide\n end\n end\n if <<(clone-id) = [3]> and <(⛈️ STATUS) = [1]>> then\n switch costume to (save2 v)\n set size to (100) %\n set [ghost v] effect to ((([sin v] of ((tick) * (100)) ) * (10)) + (70))\n else\n if <(clone-id) = [3]> then\n switch costume to (save v)\n end\n sb\n click\n end\n end\n repeat (4)\n change y by ((3) * ((-1) + (<([abs v] of (y position) ) = (y position)> * (2))))\n change [ghost v] effect by (25)\n end\n delete this clone\n end\n set [ghost v] effect to (100)\n else\n forever\n set [ghost v] effect to (100)\n repeat until <<(mode) = [editor]> and <(\side-bar opened) = [1]>>\n if <not <(mode) = [editor]>> then\n delete this clone\n end\n end\n if <<(mode) = [editor]> and <(\side-bar opened) = [1]>> then\n repeat until <not <<(mode) = [editor]> and <(\side-bar opened) = [1]>>>\n set x to (199)\n change [ghost v] effect by (-8)\n if <(theme) = [r]> then\n set [color v] effect to (150)\n end\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n if <(theme) = [s]> then\n set [color v] effect to (62)\n end\n if <(clone-id) = [2]> then\n show\n if <(length of [type v]) = [1]> then\n hide\n end\n end\n if <[8] < (clone-id)> then\n change x by (-85)\n end\n sb\n click\n end\n if <not <(mode) = [editor]>> then\n show\n delete this clone\n end\n end\n end\n end\nend\nif <(mode) = [playing]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [101]> then\n go to x: (160) y: (187)\n if <(@username) = (@@LEVEL author)> then\n switch costume to (editor v)\n else\n switch costume to (remix v)\n end\n end\n if <(clone-id) = [102]> then\n go to x: (218) y: (187)\n switch costume to (... v)\n set size to (100) %\n end\n if <(clone-id) = [103]> then\n go to x: (-60) y: (187)\n switch costume to (pause v)\n set size to (100) %\n end\n if <(clone-id) = [104]> then\n go to x: (30) y: (187)\n switch costume to (reset v)\n set size to (100) %\n end\nend\nrepeat (10)\n change y by (((y position) - (157)) / (-5))\n change [ghost v] effect by (-8)\nend\nrepeat until <not <(mode) = [playing]>>\n if <(clone-id) = [103]> then\n if <(paused2) = [1]> then\n switch costume to (resume v)\n else\n switch costume to (pause v)\n end\n end\n if <(clone-id) = [101]> then\n if <(@username) = (@@LEVEL author)> then\n switch costume to (editor v)\n else\n switch costume to (remix v)\n end\n end\n change y by (((y position) - (157)) / (-5))\n sb\n click\nend\ndelete this clone\n\nwhen flag clicked\nshow list [export your level v]\n\ndefine sb\nif <(joystick active?) = [0]> then\n if <<(clone-id) = [1]> or <(clone-id) = [102]>> then\n change size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (15)))) / (-4))\n rb\n else\n change size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (15)))) / (-4))\n end\nend\n\ndefine rb\nset [vel2 v] to (((vel2) * (0.75)) + ((((90) + (<(\side-bar opened) = [1]> * (-90))) - (direction)) * (0.18)))\nturn right (round (vel2)) degrees\n\ndefine click\nchange [ghost v] effect by (-22)\nchange [ghost v] effect by (14)\nif <(joystick active?) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (75)\n repeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <<<[5] < (clone-id)> and <(clone-id) < [100]>> and <(\side-bar opened) = [1]>> then\n set x to (199)\n if <[8] < (clone-id)> then\n change x by (-85)\n end\n sb\n end\n end\n if <touching (mouse-pointer v)?> then\n if <(clone-id) = [1]> then\n change [\side-bar opened v] by (-1)\n set [\side-bar opened v] to ([abs v] of (\side-bar opened) )\n broadcast (side-bar v)\n repeat (10)\n rb\n end\n end\n if <(clone-id) = [2]> then\n if <(@@LEVEL shared) = [True]> then\n broadcast (unshare-popup v)\n else\n broadcast (@post level v)\n broadcast (share-popup v)\n end\n end\n if <(clone-id) = [3]> then\n broadcast (@post level v)\n broadcast (post-notif v)\n stop [this script v]\n end\n if <(clone-id) = [4]> then\n set [mode v] to [playing]\n delete all of [collected_coins v]\n delete all of [collected_keys v]\n set [checkpoint v] to [2]\n broadcast (debug v) and wait\n hide\n set [scroll y v] to [0]\n set [scroll x v] to [1]\n set [win v] to [0]\n end\n if <(clone-id) = [6]> then\n hide\n broadcast (settings v) and wait\n show\n end\n if <(clone-id) = [7]> then\n hide\n broadcast (change_theme v) and wait\n show\n end\n if <(clone-id) = [8]> then\n hide\n ask [enter x position] and wait\n set [scroll x v] to (answer)\n ask [enter y position] and wait\n set [scroll y v] to (answer)\n show\n end\n if <(clone-id) = [9]> then\n hide\n ask [Enter your level code] and wait\n set [input v] to (answer)\n broadcast (loadcode v) and wait\n broadcast (@post level v)\n show\n end\n if <(clone-id) = [10]> then\n broadcast (getdta v) and wait\n broadcast (@post level v)\n hide\n delete all of [export your level v]\n add [Triple click on the code below and then copy \(Ctrl+C\) and past \(Ctrl+V\) it to] to [export your level v]\n add [your computer to save the level you made:] to [export your level v]\n add [] to [export your level v]\n add (output) to [export your level v]\n hide list [export your level v]\n ask [Enter the code here to confirm that you have all of it!] and wait\n repeat until <(answer) = (item (4) of [export your level v])>\n ask [You didn't copy the whole code Remember to TRIPLE click on the code and then press Ctrl key + c key to copy it and Ctrl key + V key to past it. If you need help, ask in comments.] and wait\n end\n show list [export your level v]\n show\n end\n if <(clone-id) = [11]> then\n broadcast (trans1 v) and wait\n set [mode v] to [spotlight]\n set [theme v] to [ui]\n broadcast (editor-to-spotlight-loadlevel v)\n wait (0.15) seconds\n broadcast (trans2 v) and wait\n broadcast (init UI v)\n end\n if <(clone-id) = [101]> then\n if <(@@LEVEL author) = (@username)> then\n set [paused2 v] to [0]\n set [mode v] to [editor]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n delete all of [collected_keys v]\n delete all of [collected_coins v]\n else\n broadcast (\[PROJ\] remix v)\n end\n end\n if <(clone-id) = [102]> then\n change [\side-bar opened v] by (-1)\n set [\side-bar opened v] to ([abs v] of (\side-bar opened) )\n broadcast (side-bar v)\n end\n if <(clone-id) = [103]> then\n if <(paused2) = [1]> then\n set [paused2 v] to [0]\n else\n set [paused2 v] to [1]\n end\n broadcast (pause v)\n end\n if <(clone-id) = [104]> then\n broadcast (restart v)\n broadcast (win-close v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(mode) = [playing]>\n set [paused2 v] to [0]\n wait (0.1) seconds\n set [clone-id v] to [101]\n create clone of (_myself_ v)\n set [clone-id v] to [102]\n create clone of (_myself_ v)\n set [clone-id v] to [103]\n create clone of (_myself_ v)\n set [clone-id v] to [104]\n create clone of (_myself_ v)\n wait until <not <(mode) = [playing]>>\nend\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n if <not <<<[5] < (clone-id)> and <(clone-id) < [100]>> and <(\side-bar opened) = [0]>>> then\n start sound [Touch v]\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nif <[8] < (clone-id)> then\n change x by (-85)\nend\n\nif <[8] < (clone-id)> then\n change x by (-85)\nend\n\nif <[8] < (clone-id)> then\n change x by (-85)\nend\n\nif <[8] < (clone-id)> then\n change x by (-85)\nend\n\nset [__________top-bar-touching v] to [0]\n\nwhen I receive [side-bar v]\nif <<[5] < (clone-id)> and <(clone-id) < [12]>> then\n change x by (6)\n change x by (\side-bar-x)\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Win UI\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nset [win v] to [1]\nwait (0.2) seconds\nset size to (100) %\nstart sound [Connect v]\ngo to [front v] layer\nset [clone-id v] to [win]\ncreate clone of (_myself_ v)\nbroadcast (@win add v)\nif <(@@LEVEL shared) = [True]> then\n set [clone-id v] to [close2]\n create clone of (_myself_ v)\n set [clone-id v] to [more]\n create clone of (_myself_ v)\n set [clone-id v] to [rando]\n create clone of (_myself_ v)\nelse\n set [clone-id v] to [close1]\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-120)\nrepeat (15)\n change y by ((y position) / (-3))\n change [ghost v] effect by (-6)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone-id)\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (120)\nrepeat (15)\n change y by ((y position) / (-3))\n change [ghost v] effect by (-5)\nend\nforever\n if <not <(clone-id) = [win]>> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (35)\n if <mouse down?> then\n set [ghost v] effect to (70)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <touching (mouse-pointer v)?> then\n if <(clone-id) = [rando]> then\n broadcast (win-to-random v)\n end\n if <(clone-id) = [more]> then\n broadcast (win-to-more v)\n end\n broadcast (win-close v)\n end\n end\n else\n clear graphic effects\n end\n end\n if <not <(mode) = [playing]>> then\n broadcast (win-close v)\n end\nend\n\nwhen I start as a clone\nwait (0.16) seconds\nrepeat (3)\n change size by (4)\nend\nrepeat (3)\n change size by (-4)\nend\n\nwhen I receive [win-close v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\nend\ndelete this clone\n\nbroadcast (win-close v)\n\nwhen [timer v] > (0)\nhide\n\n@Selected block UI\n\nwhen flag clicked\nforever\n repeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-173)) / (-3))\n go to [back v] layer\n end\n hide\n wait until <(mode) = [editor]>\n go to x: (-140) y: (-173)\n set [m v] to (blockselected)\n show\n switch costume to (ground v)\n set [ghost v] effect to (100)\n repeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\n end\n set [ghost v] effect to (25)\n repeat (9)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\n end\n repeat until <not <(mode) = [editor]>>\n show\n if <not <(m) = (blockselected)>> then\n cost\n end\n end\nend\n\ndefine cost\nset [m v] to (blockselected)\nrepeat (4)\n change [ghost v] effect by (25)\n change y by (1)\nend\nif <(blockselected) = [1000]> then\n switch costume to (eraser v)\nelse\n switch costume to (blockselected)\nend\ngo to x: (-140) y: (-173)\nrepeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\nend\nset [ghost v] effect to (25)\nrepeat (9)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n hide\n end\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [pause v]\nif <(paused) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nani\n\ndefine ani\nshow\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (8)\n change [ghost v] effect by (-15)\n change size by (((size) - (150)) / (-6))\nend\nrepeat (8)\n change [ghost v] effect by (15)\n change size by (((size) - (150)) / (-6))\nend\nhide\n\nwhen I receive [restart v]\nswitch costume to (costume3 v)\nani\n\nwhen [timer v] > (0)\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [debugging v] to [False]\nforever\n if <(debugging) = [False]> then\n hide\n else\n show\n set [ghost v] effect to (5)\n go to [front v] layer\n end\nend\n\nwhen I receive [activate checkpoint v]\nset [+*checkpoint_bounce v] to [0]\nset [yvel v] to [20]\nrepeat (19)\n change [yvel v] by (-2)\n change [+*checkpoint_bounce v] by (yvel)\nend\n\nwhen [timer v] > (0)\nhide\n\n@in water\n\nwhen flag clicked\nset [last_water v] to [0]\ngo to x: (0) y: (-30000)\nhide\n\nwhen I start as a clone\nset [y v] to (pick random (20) to (30))\nshow\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (40) to (90)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [water v]\nif <((last_water) + (3)) < (@@tick)> then\n set [last_water v] to (@@tick)\n start sound [Splash v]\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\nend\nset [last_water v] to (@@tick)\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@effect_snowflake\n\nwhen I start as a clone\nset size to (40) %\nshow\nset [ghost v] effect to (60)\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (180)\nrepeat (10)\n change y by (-3)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-3)\nend\nrepeat (10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (snow v)\nforever\n if <<<(mode) = [playing]> or <(mode) = [editor]>> and <(theme) = [s]>> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(theme) = [s]>> then\n delete this clone\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@ChangeTheme\n\nwhen I receive [change_theme v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n set [clone-id v] to [3]\n create clone of (_myself_ v)\n set [clone-id v] to [4]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme_actual_close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(mode) = [editor]>> then\n set [open v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [change_theme_actual_close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme_actual_close v)\n stop [this script v]\n end\n end\n end\n else\n if <(letter (clone-id) of [gdsr]) = (@@LEVEL theme)> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (30)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (17)\n if <mouse down?> then\n set [brightness v] effect to (10)\n set [@@level theme v] to (letter (clone-id) of [gdsr])\n set [theme v] to (@@LEVEL theme)\n set [change v] to [1]\n broadcast (@post level v)\n if <(@@LEVEL theme) = [g]> then\n change [☁ stats: grassland theme users v] by (1)\n end\n if <(@@LEVEL theme) = [d]> then\n change [☁ stats: desert theme users v] by (1)\n end\n if <(@@LEVEL theme) = [s]> then\n change [☁ stats: snow theme users v] by (1)\n end\n if <(@@LEVEL theme) = [r]> then\n change [☁ stats: lava theme users v] by (1)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme_actual_close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [change_theme_actual_close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Leave2\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [error v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\nend\n\nwhen I start as a clone\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n if <(length of [type v]) < [5]> then\n broadcast (init UI v)\n broadcast (init-home v)\n set [theme v] to [ui]\n end\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen I receive [home v]\nhide\ndelete this clone\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [editor-to-spotlight-loadlevel v]\ndelete this clone\n\n@Blockl"\n\nwhen flag clicked\nClone\n\ndefine Clone\nset size to (90) %\nshow\nset [clone id v] to [0]\nswitch costume to (1 v)\ngo to x: (-220) y: (-170)\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (28)\nend\nchange [clone id v] by (1)\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nchange x by (56)\nrepeat (2)\n change x by (28)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nchange [clone id v] by (1)\nchange x by (28)\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nchange x by (84)\nrepeat (2)\n change x by (28)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\ngo to x: (-220) y: (-170)\nchange x by ((28) * (7))\nset [clone id v] to [10]\nchange x by (28)\nchange [clone id v] by (1)\nrepeat (2)\n change x by (28)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\ngo to x: (-220) y: (-170)\nchange x by ((28) * (3))\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\nchange x by (28)\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\nset [clone id v] to [1000]\nchange x by ((28) * (9.2))\nset [clone id v] to [1000]\ncreate clone of (_myself_ v)\ngo to x: (-220) y: (-170)\nchange x by ((28) * (8))\nset [clone id v] to [15]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n hide\n wait until <(mode) = [editor]>\n set [ghost v] effect to (100)\n show\n if <<(mode) = [editor]> and <not <<[type v] contains [10]?> and <(clone id) = [10]>>>> then\n repeat until <not <(mode) = [editor]>>\n if <<(@EDITOR portal lock) = [0]> and <(@EDITOR key lock) = [0]>> then\n change y by (((y position) - (-164)) / (-2))\n show\n point in direction (90)\n switch costume to (clone id)\n set [ghost v] effect to (60)\n if <touching (mouse-pointer v)?> then\n if <(joystick active?) = [0]> then\n set [ghost v] effect to (35)\n end\n end\n if <(clone id) = (blockselected)> then\n set [ghost v] effect to (0)\n change size by (((size) - (105)) / (-4.5))\n else\n change size by (((size) - (86)) / (-4.5))\n end\n if <(clone id) = [5]> then\n point in direction (direction of the saw)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(joystick active?) = [0]> then\n wait until <not <mouse down?>>\n set [blockselected v] to (clone id)\n end\n end\n if <(clone id) = [10]> then\n if <[type v] contains [10]?> then\n hide\n end\n end\n else\n hide\n end\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Encoder / Decoder\n\nwhen I receive [getdta v]\nset [author v] to (@username)\nEncode level\nset [@@level code v] to (output)\n\ndefine Encode level\nset [output v] to []\nEncode Blocks\nEncode_ (players needs all coins to win)\nset [output v] to (join (output) [94])\nEncode_ (@@LEVEL theme)\nset [output v] to (join (output) [92])\nEncode_ (walljump)\nset [output v] to (join (output) [92])\nEncode_ (jump height)\nset [output v] to (join (output) [92])\nEncode_ (speed)\nset [output v] to (join (output) [92])\nEncode_ (author)\nset [output v] to (join (output) [92])\nset [raw_code v] to (output)\n\ndefine Encode Blocks\nset [o v] to [2]\nrepeat ((length of [x v]) - (2))\n change [o v] by (1)\n Encode_ ((item (o) of [x v]) / (25))\n set [output v] to (join (output) [87])\n Encode_ ((item (o) of [y v]) / (25))\n set [output v] to (join (output) [88])\n Encode_ (item (o) of [type v])\n set [output v] to (join (output) [89])\n if <not <(item (o) of [sign v]) = [0]>> then\n Encode_ (item (o) of [sign v])\n set [output v] to (join (output) [90])\n end\nend\n\nwhen I receive [decode level v]\nset [debugging v] to [True]\nDecode level\nset [debugging v] to [False]\n\ndefine Decode level\nset [players needs all coins to win v] to [0]\ndelete all of [cs v]\nset [@@level theme v] to []\nset [walljump v] to []\nset [jump height v] to []\nset [speed v] to []\nset [author v] to []\nset [u v] to [0]\nset [betw.output v] to []\nset [cut v] to [0]\nset [cut sign v] to [0]\nset [decoded v] to [0]\nrepeat (length of (input))\n change [u v] by (<not < (input) contains [÷]?>> + (1))\n Process decode\nend\nset [debugging v] to [False]\nset [checkpoint v] to [2]\nif <<[y v] contains []?> or <<[type v] contains []?> or <<(@@LEVEL theme) = []> or <<(walljump) = []> or <<(jump height) = []> or <<(speed) = []> or <<(speed) = []> or <(author) = []>>>>>>>> then\n broadcast (error v)\nelse\n if <(cut) = [1]> then\n broadcast (cut-level-popup v)\n else\n if <(cut sign) = [1]> then\n broadcast (cut-sign-popup v)\n end\n end\nend\n\nwhen I receive [error v]\nset [debugging v] to [False]\n\nwhen I receive [error v]\nset [speed v] to [2.1]\nset [jump height v] to [8]\nset [@@level theme v] to [g]\n\ndefine Process decode\nif < (input) contains [÷]?> then\n switch costume to (item # of (letter (u) of (input)) in [unicodes v])\nelse\n switch costume to (join (letter ((u) - (1)) of (input)) (letter (u) of (input)))\nend\nif < (costume [name v]) contains [=]?> then\n set [betw.output v] to (join (betw.output) (letter (2) of (costume [name v])))\nelse\n if <(costume [name v]) = [x_row]> then\n if <(decoded) < [800]> then\n if <([abs v] of (betw.output) ) < [100]> then\n add ((betw.output) * (25)) to [x v]\n add [] to [y v]\n add [] to [type v]\n add [] to [cs v]\n add [0] to [sign v]\n else\n set [cut v] to [1]\n stop [this script v]\n end\n else\n set [cut v] to [1]\n end\n end\n if <(costume [name v]) = [y_row]> then\n if <(decoded) < [800]> then\n if <([abs v] of (betw.output) ) < [100]> then\n replace item (length of [y v]) of [y v] with ((betw.output) * (25))\n else\n delete (length of [x v]) of [x v]\n delete (length of [y v]) of [y v]\n delete (length of [type v]) of [type v]\n delete (length of [cs v]) of [cs v]\n delete (length of [sign v]) of [sign v]\n set [cut v] to [1]\n stop [this script v]\n end\n else\n set [cut v] to [1]\n end\n end\n if <(costume [name v]) = [mode_row]> then\n if <(decoded) < [800]> then\n replace item (length of [type v]) of [type v] with (betw.output)\n else\n set [cut v] to [1]\n end\n end\n if <(costume [name v]) = [sign_row]> then\n if <(decoded) < [800]> then\n if <<<(betw.output) = [r]> or <(length of (betw.output)) = [2]>> or <<(betw.output) = [l]> or <<(betw.output) = [u]> or <<(betw.output) = [d]> or <(betw.output) = []>>>>> then\n replace item (length of [sign v]) of [sign v] with (betw.output)\n else\n replace item (length of [sign v]) of [sign v] with []\n set [cut sign v] to [1]\n end\n else\n set [cut v] to [1]\n end\n end\n if <(costume [name v]) = [cs]> then\n if <(decoded) < [800]> then\n replace item (length of [sign v]) of [cs v] with (betw.output)\n change [decoded v] by (1)\n else\n set [cut v] to [1]\n end\n end\n if <(costume [name v]) = [allcoins]> then\n set [players needs all coins to win v] to (betw.output)\n end\n if <(costume [name v]) = [settings]> then\n if <(@@LEVEL theme) = []> then\n set [@@level theme v] to (betw.output)\n else\n if <(walljump) = []> then\n set [walljump v] to (betw.output)\n else\n if <(jump height) = []> then\n set [jump height v] to (betw.output)\n else\n if <(speed) = []> then\n set [speed v] to (betw.output)\n else\n if <(author) = []> then\n set [author v] to (betw.output)\n end\n end\n end\n end\n end\n end\n set [betw.output v] to []\nend\n\ndefine Encode_ (input)\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n if <not <<(letter (i) of (input)) = [\(]> or <(letter (i) of (input)) = [\)]>>> then\n switch costume to (join [=] (letter (i) of (input)))\n set [output v] to (join (output) (costume [number v]))\n end\nend\n\n@Transitions\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [trans1 v]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [trans2 v]\nshow\nerase all\nclear graphic effects\nset [ghost v] effect to (0)\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@q121235\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [settings v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [okay]\n show variable [jump height v]\n show variable [speed v]\n create clone of (_myself_ v)\n set [clone-id v] to [reset]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(mode) = [editor]>> then\n set [open v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [change_theme close v]\nhide variable [speed v]\nhide variable [jump height v]\nhide variable [players needs all coins to win v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\nset [open v] to [0]\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [reset]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n set [speed v] to [2.1]\n set [jump height v] to [8]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@walljump?\n\ndefine Off\nswitch costume to (costume1 v)\nrepeat (5)\n change [brightness v] effect by (2)\n next costume\nend\n\ndefine On\nswitch costume to (costume3 v)\nrepeat (1)\n switch costume to (4 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (3 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (2 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (1 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n change [brightness v] effect by (2)\n switch costume to (costume1 v)\nend\n\nset [change v] to [1]\n\nwhen I receive [side-bar v]\ngo to x: (114) y: (33)\nchange x by (\side-bar-x)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n wait until <(mode) = [editor]>\n wait (0) seconds\n set [ghost v] effect to (100)\n if <(walljump) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n show\n go to [front v] layer\n if <(mode) = [editor]> then\n repeat (10)\n go to x: (100000) y: (-40)\n change [ghost v] effect by (-10)\n end\n end\n repeat until <not <(mode) = [editor]>>\n go [backward v] () layers\n if <(walljump) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n set [brightness v] effect to (0)\n if <(joystick active?) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (-20)\n wait until <not <mouse down?>>\n if <(answer) = (s)> then\n start sound [Select v]\n if <(walljump) = [0]> then\n set [walljump v] to [1]\n Off\n else\n set [walljump v] to [0]\n On\n end\n end\n end\n set [s v] to (answer)\n end\n end\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@walljump?2\n\ndefine Off\nswitch costume to (costume1 v)\nrepeat (5)\n change [brightness v] effect by (2)\n next costume\nend\n\ndefine On\nswitch costume to (costume3 v)\nrepeat (1)\n switch costume to (4 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (3 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (2 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (1 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n change [brightness v] effect by (2)\n switch costume to (costume1 v)\nend\n\nset [change v] to [1]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n wait until <(mode) = [editor]>\n wait (0) seconds\n set [ghost v] effect to (100)\n if <(players needs all coins to win) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n show\n go to [front v] layer\n if <(mode) = [editor]> then\n repeat (10)\n go to x: (100000) y: (-40)\n change [ghost v] effect by (-10)\n end\n end\n repeat until <not <(mode) = [editor]>>\n go [backward v] (1) layers\n if <(players needs all coins to win) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n set [brightness v] effect to (0)\n if <(joystick active?) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (-20)\n wait until <not <mouse down?>>\n if <(answer) = (s)> then\n start sound [Select v]\n if <(players needs all coins to win) = [0]> then\n set [players needs all coins to win v] to [1]\n Off\n else\n set [players needs all coins to win v] to [0]\n On\n end\n end\n end\n set [s v] to (answer)\n end\n end\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [side-bar v]\ngo to x: (114) y: (-56)\nchange x by (\side-bar-x)\n\n@Share\n\nif <[] = [1]> then\n\nset [@username v] to [TImMcCool]\n\nif <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (close v)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [init-home v]\nhide\ndelete this clone\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [share-popup v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n if <(mode) = [...]> then\n set [mode v] to [spotlight]\n end\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [paused2 v] to [1]\n if <not <(mode) = [editor]>> then\n set [mode v] to [-]\n end\n broadcast (shared v)\n broadcast (change_theme close v)\n end\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@After Share Popup\n\ngo to [back v] layer\nswitch costume to (win v)\neffect 1\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\nend\n\nbroadcast (popup0 v)\n\nset [clone-id v] to [bg]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [home v]\nbroadcast (close v)\n\nwhen I start as a clone\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\nwhen I start as a clone\nforever\n if <not <(mode) = [level-shared]>> then\n broadcast (close v)\n stop [this script v]\n end\nend\n\ndefine sb\nset size to (100) %\n\nwhen I receive [shared v]\nif <(open) = [0]> then\n broadcast (trans1 v) and wait\n set [theme v] to [ui]\n set [mode v] to [level-shared]\n wait (0.25) seconds\n broadcast (trans2 v)\n if <(⛈️ STATUS) = [1]> then\n broadcast (loading v)\n wait until <not <(⛈️ STATUS) = [1]>>\n broadcast (loading-end v)\n end\n set [___level_to_share v] to (@@LEVEL id)\n broadcast (@sharelevel v)\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [open v] to [1]\n set [clone-id v] to [win]\n create clone of (_myself_ v)\n set [clone-id v] to [close]\n create clone of (_myself_ v)\n set [clone-id v] to [continue]\n create clone of (_myself_ v)\n set [clone-id v] to [community]\n create clone of (_myself_ v)\n wait (0.5) seconds\n broadcast (init UI v)\nend\n\nwhen I receive [close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\nforever\n if <<(clone-id) = [close]> or <(clone-id) = [community]>> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n set [mode v] to [community]\n broadcast (community v)\n broadcast (close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [continue]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (loadlevel-aftershare v)\n broadcast (close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [bg]> then\n if <(open) = [1]> then\n go to [back v] layer\n set size to (100) %\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen I receive [close v]\nset [open v] to [0]\n\nwhen I receive [close v]\nwait (0.1) seconds\n\nwhen [timer v] > (0)\nhide\n\n@Sprite6\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n wait until <(mode) = [editor]>\n repeat until <not <(mode) = [editor]>>\n show\n set [brightness v] effect to (0)\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n if <(⛈️ STATUS) = [1]> then\n broadcast (note-stillsaving v)\n else\n broadcast (leave v)\n end\n end\n end\n end\n end\nend\n\n@Leave\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [editor-to-home v]\nset [mode v] to [...]\nbroadcast (trans1 v)\nwait (0.4) seconds\nset [mode v] to [home]\nbroadcast (trans2 v)\nset [theme v] to [ui]\nerase all\nbroadcast (init-home v)\nbroadcast (init UI v)\nbroadcast (change_theme close v)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [home v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [leave v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n broadcast (editor-to-home v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Unshare\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [home v]\nhide\ndelete this clone\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [unshare-popup v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n if <(mode) = [...]> then\n set [mode v] to [spotlight]\n end\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [paused2 v] to [1]\n set [@@level shared v] to [False]\n set [___level_to_share v] to (@@LEVEL id)\n broadcast (@unsharelevel v)\n broadcast (change_theme close v)\n if <(mode) = [...]> then\n set [mode v] to [spotlight]\n end\n if <(mode) = [.....]> then\n broadcast (loading v)\n wait (0.1) seconds\n broadcast (@get-your-levels-bundle v) and wait\n end\n end\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [--interaction opened v] to [0]\nset [paused2 v] to [0]\n\nwhen I receive [change_theme close v]\nset [toolbar_y v] to [200]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nset [mode v] to [spotlight2]\n\nset [--interaction opened v] to [0]\n\nset [--interaction opened v] to [0]\n\nwhen [timer v] > (0)\nhide\n\n@Exceedinglimit\n\nset [clone-id v] to [bg]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\nwhen I receive [close v]\nwait (0.1) seconds\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\nchange y by ((y position) / (-3))\n\nwhen I receive [cut-level-popup v]\nif <(open) = [0]> then\n if <(@@LEVEL author) = (@username)> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [\side-bar opened v] to [0]\n set [paused2 v] to [1]\n set [open v] to [1]\n set [clone-id v] to [popup]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (25)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (close v)\n if <([cut sign v] of [encoder / decoder v]) = [1]> then\n broadcast (cut-sign-popup v)\n end\n stop [this script v]\n end\n end\n end\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen I receive [close v]\nset [open v] to [0]\n\nwhen [timer v] > (0)\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Exceedinglimit2\n\nset [clone-id v] to [bg]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\nchange y by ((y position) / (-3))\n\nwhen I receive [cut-sign-popup v]\nif <(open) = [0]> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [\side-bar opened v] to [0]\n set [paused2 v] to [1]\n set [open v] to [1]\n set [clone-id v] to [popup]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\nend\n\nwhen I receive [closecutsign v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (25)\nend\nhide\nset [open v] to [0]\nset [paused2 v] to [0]\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (closecutsign v)\n stop [this script v]\n end\n end\n end\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [close v]\nset [paused2 v] to [0]\n\nwhen [timer v] > (0)\nhide\n\n@ParticlesWin\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 (20)\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-180)\nhide\n\nwhen I receive [win v]\nset [y v] to [30]\nswitch costume to (costume1 v)\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@UndoRedo\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n wait until <(mode) = [editor]>\n create clone of (_myself_ v)\n repeat until <not <(mode) = [editor]>>\n go to x: (190) y: (-167)\n switch costume to (undo v)\n if <(@EDITOR portal lock) = [0]> then\n show\n else\n hide\n end\n set [brightness v] effect to (0)\n change [ghost v] effect by (-10)\n if <[2] > (pos_in_histr)> then\n set [ghost v] effect to (80)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n broadcast (p v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat until <not <(mode) = [editor]>>\n go to x: (220) y: (-167)\n if <(@EDITOR portal lock) = [0]> then\n show\n else\n hide\n end\n switch costume to (redo v)\n set [brightness v] effect to (0)\n change [ghost v] effect by (-10)\n if <(pos_in_histr) = (length of [history v])> then\n set [ghost v] effect to (80)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n broadcast (n v)\n end\n end\n end\nend\ndelete this clone\n\n@in potion\n\nwhen flag clicked\nset [last_water v] to [0]\ngo to x: (0) y: (-30000)\nhide\n\nwhen I start as a clone\nset [y v] to (pick random (10) to (15))\nshow\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (40) to (90)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-0.5)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [potion v]\nif <((last_potion) + (3)) < (@@tick)> then\n set [last_potion v] to (@@tick)\n start sound [Splash v]\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\nend\nset [last_potion v] to (@@tick)\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@levellimit\n\nset [clone-id v] to [bg]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\nchange y by ((y position) / (-3))\n\nwhen I receive [levellimit-popup v]\nif <(open) = [0]> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [\side-bar opened v] to [0]\n set [paused2 v] to [1]\n set [open v] to [1]\n set [clone-id v] to [popup]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\nend\n\nwhen I receive [closecutsign v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (25)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (closecutsign v)\n stop [this script v]\n end\n end\n end\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [close v]\nset [paused2 v] to [0]\n\nwhen [timer v] > (0)\nhide\n\n@Title\n\nwhen I receive [close-headbar v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shutdownnotice-close v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [\[intro\]stop v]\nset [ghost v] effect to (100)\nforever\n if <<(mode) = [editor]> or <(mode) = [playing]>> then\n hide\n else\n clear graphic effects\n show\n if <touching (mouse-pointer v)?> then\n change size by (((size) - (110)) / (-2))\n if <mouse down?> then\n broadcast (failedtoload close v)\n repeat until <not <mouse down?>>\n change size by (((size) - (100)) / (-2))\n end\n if <touching (mouse-pointer v)?> then\n if <not <(mode) = [home]>> then\n set [theme v] to [ui]\n set [mode v] to [home]\n broadcast (home v)\n end\n end\n end\n else\n change size by (((size) - (100)) / (-2))\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Delete\n\nif <[] = [1]> then\n\nset [@username v] to [TImMcCool]\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [init-home v]\nhide\ndelete this clone\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [delete-popup v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [paused2 v] to [1]\n if <not <(mode) = [editor]>> then\n set [mode v] to [-]\n end\n broadcast (@deletelevel v)\n broadcast (init-home v)\n end\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Messages bar\n\nwhen flag clicked\nhide\nset [____________ id v] to [main]\n\nwhen I receive [messages-site v]\nif <(____________ id) = [main]> then\n broadcast (@messages v)\n broadcast (loading v)\n switch costume to (costume1 v)\n show\n set [@@messages offset v] to [1]\n set [@@tab v] to [unread]\n set [____________ id v] to [up]\n create clone of (_myself_ v)\n set [____________ id v] to [down]\n create clone of (_myself_ v)\n set [____________ id v] to [up-icon]\n create clone of (_myself_ v)\n set [____________ id v] to [down-icon]\n create clone of (_myself_ v)\n set [____________ id v] to [read]\n create clone of (_myself_ v)\n set [____________ id v] to [read-icon]\n create clone of (_myself_ v)\n set [____________ id v] to [reload]\n create clone of (_myself_ v)\n set [____________ id v] to [reload-icon]\n create clone of (_myself_ v)\n wait (1) seconds\n set [____________ id v] to [main]\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [_________ brightness v] to [10]\nset y to (-70)\nif < (____________ id) contains [icon]?> then\nforever\n go to [front v] layer\n show\n if <(⛈️ STATUS) = [2]> then\n set x to ((side-bar-x) - (120))\n change [ghost v] effect by (-10)\n switch costume to (____________ id)\n show\n if < (____________ id) contains [icon]?> then\n if <<(@@MESSAGES offset) < [4]> and < (____________ id) contains [up]?>> then\n set [ghost v] effect to (93)\n end\n if <<(@@tab) = [unread]> and < (____________ id) contains [up]?>> then\n set [ghost v] effect to (93)\n end\n if <<([🌤️response_output v] of [cloud requests v]) = [-2]> and < (____________ id) contains [down]?>> then\n set [ghost v] effect to (93)\n end\n go to [front v] layer\n go [backward v] (1) layers\n if < (____________ id) contains (__________top-bar-touching)?> then\n if <not <<(@@tab) = [unread]> and < (____________ id) contains [up]?>>> then\n if <not <<([🌤️response_output v] of [cloud requests v]) = [-2]> and < (____________ id) contains [down]?>>> then\n if < (____________ id) contains [down]?> then\n change y by (((y position) - (-72)) / (-3))\n else\n change y by (((y position) - (-68)) / (-3))\n end\n end\n end\n else\n change y by (((y position) - (-70)) / (-3))\n end\n else\n if <touching (mouse-pointer v)?> then\n set [__________top-bar-touching v] to (____________ id)\n change [_________ brightness v] by (-2)\n if <(_________ brightness) < [0]> then\n set [_________ brightness v] to [0]\n end\n else\n if <(__________top-bar-touching) = (____________ id)> then\n set [__________top-bar-touching v] to [none]\n end\n change [_________ brightness v] by (2)\n if <[10] < (_________ brightness)> then\n set [_________ brightness v] to [10]\n end\n end\n if <not <<(@@tab) = [unread]> and < (____________ id) contains [up]?>>> then\n if <not <<([🌤️response_output v] of [cloud requests v]) = [-2]> and < (____________ id) contains [down]?>>> then\n set [brightness v] effect to (((_________ brightness) + (-10)) * (0.5))\n end\n end\n if <<(@@MESSAGES offset) < [4]> and < (____________ id) contains [up]?>> then\n set [ghost v] effect to (80)\n end\n if <<(@@tab) = [unread]> and < (____________ id) contains [up]?>> then\n set [ghost v] effect to (80)\n end\n if <<([🌤️response_output v] of [cloud requests v]) = [-2]> and < (____________ id) contains [down]?>> then\n set [ghost v] effect to (80)\n end\n go to [front v] layer\n go [backward v] (4) layers\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(____________ id) = [up]> then\n if <[4] < (@@MESSAGES offset)> then\n if <not <(@@tab) = [unread]>> then\n change [@@messages offset v] by (-4)\n broadcast (@old-messages v)\n broadcast (loading v)\n end\n end\n end\n if <(____________ id) = [reload]> then\n if <(@@tab) = [unread]> then\n broadcast (@messages v)\n else\n broadcast (@old-messages v)\n end\n broadcast (loading v)\n end\n if <(____________ id) = [read]> then\n broadcast (@clear all messages v)\n end\n if <(____________ id) = [down]> then\n if <not <<([🌤️response_output v] of [cloud requests v]) = [-2]> and < (____________ id) contains [down]?>>> then\n if <(@@tab) = [unread]> then\n broadcast (@clear message page v)\n broadcast (loading v)\n else\n change [@@messages offset v] by (4)\n broadcast (@old-messages v)\n broadcast (loading v)\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n if <not <(mode) = [messages]>> then\n delete this clone\n end\n if <(@@tab) = [read]> then\n if < (____________ id) contains [reload]?> then\n delete this clone\n end\n if < (____________ id) contains [read]?> then\n delete this clone\n end\n end\nend\n\nwhen I receive [trans1 v]\nset [\side-bar opened v] to [0]\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n if then\n change [side-bar-x v] by ((side-bar-x) / (-3))\n show\n set [ghost v] effect to (10)\n else\n change [side-bar-x v] by (((side-bar-x) - (150)) / (-3))\n show\n end\n set x to (side-bar-x)\n go to [back v] layer\nend\n\nwhen I receive [init-home v]\ndelete this clone\n\nwhen I receive [home v]\ndelete this clone\n\n@community\n\nwhen flag clicked\nhide\n\nwhen I receive [community v]\nswitch costume to (costume1 v)\nshow\nset [@@page v] to [1]\nset [@@recent sub_page v] to [1]\nset [____________ id v] to [played-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [recent-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [toploved-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [popular-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [premium-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [topremixed-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [feed-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [feed]\ncreate clone of (_myself_ v)\nset [____________ id v] to [played]\ncreate clone of (_myself_ v)\nset [____________ id v] to [recent]\ncreate clone of (_myself_ v)\nset [____________ id v] to [toploved]\ncreate clone of (_myself_ v)\nset [____________ id v] to [popular]\ncreate clone of (_myself_ v)\nset [____________ id v] to [premium]\ncreate clone of (_myself_ v)\nset [____________ id v] to [topremixed]\ncreate clone of (_myself_ v)\nset [@@page v] to [1]\nset [@@tab v] to [recent]\nset [⛈️ status v] to [1]\nbroadcast (@get-public-levels-bundle v)\nbroadcast (loading v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [_________ brightness v] to [10]\nset y to (-30)\nif < (____________ id) contains [icon]?> then\nforever\n set [fisheye v] effect to (0)\n go to [front v] layer\n show\n if <(⛈️ STATUS) = [2]> then\n set x to ((side-bar-x) - (200))\n broadcast (loading-end v)\n change [ghost v] effect by (-10)\n switch costume to (____________ id)\n show\n if < (____________ id) contains [icon]?> then\n go to [front v] layer\n go [backward v] (1) layers\n if < (____________ id) contains (__________top-bar-touching)?> then\n clear graphic effects\n if < (____________ id) contains [premium]?> then\n change size by (-4)\n else\n change [fisheye v] effect by (-7)\n end\n set [eff1val_ v] to [-5]\n set [eff1vel_ v] to [15]\n repeat (25)\n sb\n set [fisheye v] effect to ((eff1val_) * (5))\n if < (____________ id) contains [feed]?> then\n set [fisheye v] effect to ((eff1val_) * (20))\n end\n if < (____________ id) contains [premium]?> then\n set [fisheye v] effect to (0)\n set size to ((100) + ((eff1val_) * (-4))) %\n end\n end\n wait until <not < (____________ id) contains (__________top-bar-touching)?>>\n else\n change y by (((y position) - (-30)) / (-9))\n end\n else\n set y to (-30)\n if <touching (mouse-pointer v)?> then\n set [__________top-bar-touching v] to (____________ id)\n change [_________ brightness v] by (-2)\n if <(_________ brightness) < [0]> then\n set [_________ brightness v] to [0]\n end\n else\n if <(__________top-bar-touching) = (____________ id)> then\n set [__________top-bar-touching v] to [none]\n end\n change [_________ brightness v] by (2)\n if <[10] < (_________ brightness)> then\n set [_________ brightness v] to [10]\n end\n end\n set [brightness v] effect to (((_________ brightness) + (-10)) * (0.5))\n go to [front v] layer\n go [backward v] (10) layers\n if <(____________ id) = (@@tab)> then\n set [brightness v] effect to (-11)\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (failedtoload close v)\n broadcast (@get-public-levels-bundle v)\n broadcast (loading v)\n set [@@page v] to [1]\n set [@@recent sub_page v] to [1]\n set [@@tab v] to (____________ id)\n end\n end\n end\n else\n change [ghost v] effect by (50)\n change [ghost v] effect by (-30)\n go [backward v] (8) layers\n end\n if <not <(mode) = [community]>> then\n delete this clone\n end\nend\n\nwhen I receive [trans1 v]\nset [\side-bar opened v] to [0]\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n if <<(mode) = [mystuff]> or > then\n change [side-bar-x v] by ((side-bar-x) / (-3))\n show\n set [ghost v] effect to (10)\n else\n hide\n end\n set x to (side-bar-x)\n go to [back v] layer\nend\n\nif < (____________ id) contains [down]?> then\n change y by (((y position) - (-30)) / (-9))\nelse\n change y by (((y position) - (-29)) / (-3))\nend\n\nwhen I start as a clone\nforever\n if < (____________ id) contains [icon]?> then\n go to [front v] layer\n go [backward v] (1) layers\n if < (____________ id) contains [premium]?> then\n go to x: (210) y: (35)\n end\n end\nend\n\ndefine sb\nset [eff1vel_ v] to (((eff1vel_) * (0.6)) + ((((0) + ()) - (eff1val_)) * (0.15)))\nchange [eff1val_ v] by (eff1vel_)\n\n@mystuff bar\n\nwhen flag clicked\nhide\n\nwhen I receive [mystuff v]\nswitch costume to (costume1 v)\nshow\nbroadcast (@get-your-levels-bundle v)\nbroadcast (loading v)\nset [____________ id v] to [all]\ncreate clone of (_myself_ v)\nset [____________ id v] to [shared]\ncreate clone of (_myself_ v)\nset [____________ id v] to [unshare/d]\ncreate clone of (_myself_ v)\nset [____________ id v] to [all-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [shared-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [unshare/d-icon]\ncreate clone of (_myself_ v)\nset [____________ id v] to [community]\ncreate clone of (_myself_ v)\nset [@@page v] to [1]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [_________ brightness v] to [10]\nset y to (-30)\nforever\n go to [front v] layer\n show\n if <(⛈️ STATUS) = [2]> then\n set x to ((side-bar-x) - (85))\n broadcast (loading-end v)\n change [ghost v] effect by (-10)\n switch costume to (____________ id)\n show\n if < (____________ id) contains [icon]?> then\n go to [front v] layer\n go [backward v] (1) layers\n if < (____________ id) contains (__________top-bar-touching)?> then\n clear graphic effects\n repeat (3)\n change [fisheye v] effect by (-7)\n end\n set [eff1val_ v] to [-5]\n set [eff1vel_ v] to [15]\n repeat (25)\n sb\n set [fisheye v] effect to ((eff1val_) * (8))\n end\n wait until <not < (____________ id) contains (__________top-bar-touching)?>>\n end\n else\n if <touching (mouse-pointer v)?> then\n set [__________top-bar-touching v] to (____________ id)\n change [_________ brightness v] by (-2)\n if <(_________ brightness) < [0]> then\n set [_________ brightness v] to [0]\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (failedtoload close v)\n if <(____________ id) = [community]> then\n set [mode v] to [community]\n broadcast (community v)\n else\n set [@@tab v] to (____________ id)\n if <(@@tab) = [unshare/d]> then\n set [@@tab v] to [unshared]\n end\n set [⛈️ status v] to [1]\n set [@@page v] to [1]\n hide\n broadcast (@get-your-levels-bundle v) and wait\n end\n end\n end\n else\n if <(__________top-bar-touching) = (____________ id)> then\n set [__________top-bar-touching v] to [none]\n end\n change [_________ brightness v] by (2)\n if <[10] < (_________ brightness)> then\n set [_________ brightness v] to [10]\n end\n end\n set [brightness v] effect to (((_________ brightness) + (-10)) * (0.5))\n go to [front v] layer\n go [backward v] (10) layers\n if <(____________ id) = (@@tab)> then\n set [brightness v] effect to (-11)\n end\n end\n else\n hide\n end\n if <not <(mode) = [mystuff]>> then\n if <<(mode) = [...]> or <(mode) = [.....]>> then\n hide\n else\n delete this clone\n end\n end\nend\n\nwhen I receive [trans1 v]\nset [\side-bar opened v] to [0]\ndelete this clone\n\ndefine sb\nset [eff1vel_ v] to (((eff1vel_) * (0.6)) + ((((0) + ()) - (eff1val_)) * (0.15)))\nchange [eff1val_ v] by (eff1vel_)\n\n@Delete2\n\nif <[] = [1]> then\n\nset [@username v] to [TImMcCool]\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [init-home v]\nhide\ndelete this clone\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [delete-mystuff-popup v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\nend\n\nwhen I receive [change_theme close v]\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n set [mode v] to [mystuff]\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [paused2 v] to [1]\n set [mode v] to [mystuff]\n broadcast (delete-from-mystuff v)\n broadcast (change_theme close v)\n end\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Up/Down Buttons User Levels\n\nwhen I start as a clone\nyb\n\nwhen flag clicked\nyb\n\nwhen flag clicked\nset size to (100) %\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nbutton\n\ndefine button\nforever\n if << (mode) contains [userlevels]?> or <<<(mode) = [userbundle]> or <(mode) = [mystuff]>> or <<(mode) = [more]> or <<(mode) = [search]> or <(mode) = [community]>>>>> then\n change [ghost v] effect by (-10)\n hide\n if <(⛈️ STATUS) = [2]> then\n point in direction (0)\n show\n if <(mode) = [userbundle]> then\n if <(id) = [0]> then\n switch costume to (left v)\n go to x: (210) y: (-160)\n end\n if <(id) = [1]> then\n switch costume to (right v)\n go to x: (170) y: (-160)\n end\n else\n if <(id) = [0]> then\n switch costume to (left v)\n go to x: ((57) + ()) y: (-155)\n end\n if <(id) = [1]> then\n switch costume to (right v)\n go to x: ((57) + ()) y: (-100)\n end\n end\n if <(id) = [2]> then\n show\n if <(id) = [1]> then\n if <(@@page) = [1]> then\n hide\n end\n end\n if <(id) = [0]> then\n if <(mode) = [userbundle]> then\n if <(item ((((@@page) + (1)) * (15)) - (14)) of [@decoded_response v]) = []> then\n hide\n end\n else\n if <(item ((((@@page) + (1)) * (24)) - (23)) of [@decoded_response v]) = []> then\n hide\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [brightness v] effect to (-20)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n if <(id) = [1]> then\n if <not <(@@page) = [1]>> then\n change [@@page v] by (-1)\n set [item-y v] to [100]\n end\n end\n if <(id) = [0]> then\n if <(mode) = [userbundle]> then\n if <not <(item ((((@@page) + (1)) * (15)) - (14)) of [@decoded_response v]) = []>> then\n change [@@page v] by (1)\n set [item-y v] to [-100]\n end\n else\n if <not <(item ((((@@page) + (1)) * (24)) - (23)) of [@decoded_response v]) = []>> then\n change [@@page v] by (1)\n set [item-y v] to [-100]\n end\n end\n end\n change size by (-150)\n set [ghost v] effect to (100)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set size to (0) %\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nbutton\n\ndefine yb\nforever\n set [bounce v] to (((bounce) * (0.6)) + (((size) - ((120) + (<touching (mouse-pointer v)?> * (25)))) * (-0.2)))\n change size by ([floor v] of (bounce) )\nend\n\nwhen I receive [update-x v]\nchange x by ([x position v] of [home v])\n\n@StillSaving\n\nwhen I start as a clone\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [home v]\nhide\ndelete this clone\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [note-stillsaving v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nset [clone-id v] to []\ncreate clone of (_myself_ v)\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen I receive [editor-to-home v]\nset [mode v] to [...]\nbroadcast (trans1 v)\nwait (0.4) seconds\nset [mode v] to [home]\nbroadcast (trans2 v)\nset [theme v] to [ui]\nerase all\nbroadcast (init-home v)\nbroadcast (init UI v)\nbroadcast (change_theme close v)\n\nwhen [timer v] > (0)\nhide\n\n@Sprite1\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <<(@EDITOR portal lock) = [0]> or <not <(mode) = [editor]>>> then\n hide\n if <(blockselected) = [16]> then\n set [blockselected v] to [15]\n end\n else\n show\n set [blockselected v] to [16]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <<not <(mode) = [editor]>> or <(@EDITOR key lock) = [0]>> then\n hide\n if <(blockselected) = [17]> then\n set [blockselected v] to [12]\n end\n else\n show\n switch costume to (main v)\n if <(blockselected) = [12]> then\n create clone of (_myself_ v)\n set [blockselected v] to [17]\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (button v)\n show\n go to x: (0) y: (0)\n clear graphic effects\n go to [front v] layer\n if <<not <(mode) = [editor]>> or <(@EDITOR key lock) = [0]>> then\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (35)\n if <mouse down?> then\n set [ghost v] effect to (70)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <touching (mouse-pointer v)?> then\n set [@editor key lock v] to [0]\n end\n end\n end\nend\n\n@UnshareDueToEdit\n\nif <[] = [1]> then\n\nset [@username v] to [TImMcCool]\n\nif <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (close v)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [init-home v]\nhide\ndelete this clone\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [unshareduetoedit-popup v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [change_theme close v]\nset [paused2 v] to [0]\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n if <not <(mode) = [playing]>> then\n set [mode v] to [spotlight]\n end\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(mode) = [playing]> then\n set [paused2 v] to [0]\n set [mode v] to [editor]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n delete all of [collected_keys v]\n delete all of [collected_coins v]\n else\n broadcast (_spotlight to editor v)\n end\n broadcast (change_theme close v)\n stop [this script v]\n end\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@UnshareDueToRename\n\nif <[] = [1]> then\n\nif <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (close v)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I receive [init-home v]\nhide\ndelete this clone\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [unshareduetorename-popup v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused2 v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (\[SPOTLIGHT\] rename v)\n broadcast (change_theme close v)\n stop [this script v]\n end\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused2 v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@After Name Edit\n\ngo to [back v] layer\nswitch costume to (win v)\neffect 1\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\nend\n\nbroadcast (popup0 v)\n\nset [clone-id v] to [bg]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [home v]\nbroadcast (close v)\n\nwhen I start as a clone\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\ndefine sb\nset size to (100) %\n\nwhen I receive [edit-name-comment v]\nif <(open) = [0]> then\n delete all of [new level name v]\n add (answer) to [new level name v]\n hide list [new level name v]\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [open v] to [1]\n set [clone-id v] to [win]\n create clone of (_myself_ v)\n set [clone-id v] to [continue]\n create clone of (_myself_ v)\nend\n\nwhen I receive [close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\nforever\n if <<(clone-id) = [close]> or <(clone-id) = [community]>> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n set [mode v] to [community]\n broadcast (community v)\n broadcast (close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [continue]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n show list [new level name v]\n broadcast (@edit-name v)\n broadcast (loading v)\n broadcast (close v)\n set [--interaction opened v] to [0]\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [bg]> then\n if <(open) = [1]> then\n go to [back v] layer\n set size to (100) %\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen I receive [close v]\nset [open v] to [0]\n\nwhen I receive [close v]\nwait (0.1) seconds\n\nwhen [timer v] > (0)\nhide\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n@Intro\n\nwhen flag clicked\nset [mode v] to [intro]\ngo to x: (0) y: (0)\nset size to (0) %\nhide\nwait (0.2) seconds\nClone\nswitch costume to (costume1 v)\nshow\nset volume to (10) %\nstart sound [Intro v]\nset [ghost v] effect to (100)\npoint in direction (-165)\nset [bounce_3_vel v] to [0]\nrepeat (50)\n turn right (((direction) - (90)) / (-3)) degrees\n change [ghost v] effect by (-10)\n set [bounce_3_vel v] to (((bounce_3_vel) * (0.7)) + (((size) - (70)) * (-0.15)))\n change size by (bounce_3_vel)\nend\nset [bounce_3_vel v] to [0]\nbroadcast (\[intro\]stop v)\n\nturn right (((direction) - (-90)) / (-4)) degrees\n\ndefine Clone\nset [target raidus v] to [bg]\ncreate clone of (_myself_ v)\nset [target raidus v] to [skip]\ncreate clone of (_myself_ v)\nrepeat (20)\n if <(pick random (1) to (4)) = [2]> then\n switch costume to (costume3 v)\n else\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n end\n set [target raidus v] to (pick random (100) to (200))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(target raidus) = [bg]> then\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (85)\n set size to (0) %\n forever\n switch costume to (costume1 v)\n change size by (((size) - (100)) / (-3.5))\n change [ghost v] effect by (0.5)\n switch costume to (costume5 v)\n end\nelse\n if <(target raidus) = [skip]> then\n point in direction (90)\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (50)\n set size to (100) %\n wait (1) seconds\n forever\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (20)\n show\n set [ghost v] effect to (pick random (30) to (50))\n set size to (pick random (10) to (50)) %\n set [direction v] to (pick random (1) to (360))\n set [target x v] to (([sin v] of (direction) ) * (target raidus))\n set [target y v] to (([cos v] of (direction) ) * (target raidus))\n repeat (5)\n change x by (((x position) - (target x)) / (-4))\n change y by (((y position) - (target y)) / (-4))\n end\n set [xspeed v] to (((x position) - (target x)) / (-6))\n set [yvel v] to (((y position) - (target y)) / (-4))\n forever\n change [ghost v] effect by (1.2)\n change y by (yvel)\n change [yvel v] by (-0.5)\n change x by (xspeed)\n turn right (xspeed) degrees\n end\n end\nend\n\nwhen I receive [\[intro\]stop v]\ndelete this clone\n\nwhen I start as a clone\nif <(target raidus) = [skip]> then\n forever\n if <mouse down?> then\n broadcast (\[intro\]stop v)\n end\n end\nend\n\nwhen I receive [\[intro\]stop v]\nstop [other scripts in sprite v]\nset [target raidus v] to [bg]\ncreate clone of (_myself_ v)\nrepeat (100)\n change [bounce_3_vel v] by (6)\n change [ghost v] effect by (10)\n change size by (-10)\nend\n\n@Fishey Bouncing icon\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (203) y: (-144)\nchange y by (-100)\nforever\n go to [front v] layer\n change [ghost v] effect by (-10)\n set [bounce2vel v] to (((bounce2vel) * (0.6)) + (((y position) - (-144)) * (-0.2)))\n change y by (bounce2vel)\nend\n\nwhen [timer v] > (0)\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen [timer v] > (0)\nforever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Boing v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\nend\n\n@levellimit2\n\nset [clone-id v] to [bg]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\nchange y by ((y position) / (-3))\n\nwhen I receive [twclientrequired-popup v]\nif <(open) = [0]> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [\side-bar opened v] to [0]\n set [paused2 v] to [1]\n set [open v] to [1]\n set [clone-id v] to [popup]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\nend\n\nwhen I receive [closecutsign v]\nset [open v] to [0]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (25)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (closecutsign v)\n stop [this script v]\n end\n end\n end\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [close v]\nset [paused2 v] to [0]\n\nwhen [timer v] > (0)\nhide\n\n@shutdown notice\n\nset [clone-id v] to [bg]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\nchange y by ((y position) / (-3))\n\nwhen I receive [shutdown-popup v]\n\n if <(open) = [0]> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [\side-bar opened v] to [0]\n set [paused2 v] to [1]\n set [open v] to [1]\n set [clone-id v] to [popup2]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\n end\nelse\n broadcast (shutdownnotice-close v)\nend\n\nwhen I receive [shutdownnotice-close v]\nset [open v] to [0]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (25)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n broadcast (shutdownnotice-close v)\n stop [this script v]\n end\n end\n end\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [close v]\nset [paused2 v] to [0]\n\nwhen [timer v] > (0)\nhide\n\n@Thumbnail\n\nwhen I start as a clone\nwait (0.1) seconds\nshow\nclear graphic effects\nset [ghost v] effect to (75)\nswitch costume to (woosh v)\nset size to (100) %\ngo to x: (-300) y: (0)\nrepeat (100)\n change x by (70)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen [timer v] > (0)\nwait (0.15) seconds\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nforever\n reset timer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nset volume to (40) %\nstart sound [Zoop v]\ncreate clone of (_myself_ v)\nswitch costume to (thumbnail v)\nshow\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (100)\n go to [front v] layer\n go [backward v] (1) layers\n change size by (((size) - (100)) / (-3))\n change [ghost v] effect by (-10)\n change size by (((size) - (100)) / (-8))\nend\n\n@FailedToLoad\n\nwhen I receive [@failed to load v]\nif <(open) = [0]> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n set [open v] to [1]\n if <(mode) = [init]> then\n set [clone-id v] to [newscratcher]\n create clone of (_myself_ v)\n stop [this script v]\n else\n if <(⛈️ STATUS) = [-9]> then\n set [clone-id v] to [nostorage]\n else\n if <(⛈️ STATUS) = [-5]> then\n if <not <(mode) = [editor]>> then\n set [clone-id v] to [timeout]\n else\n set [clone-id v] to [failedtosave]\n end\n else\n if <<(@@LEVEL shared) = [False]> and <not <(@@LEVEL author) = (@username)>>> then\n set [clone-id v] to [403]\n else\n set [clone-id v] to [500]\n end\n end\n end\n end\n if <not <(mode) = [editor]>> then\n set [mode v] to [-]\n end\n create clone of (_myself_ v)\n set [clone-id v] to [close]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n \n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [failedtoload close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nif <(clone-id) = [bg]> then\n\nwhen I start as a clone\nforever\n if <(clone-id) = [close]> then\n if <(open) = [1]> then\n change [ghost v] effect by (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [ghost v] effect to (40)\n wait until <not <mouse down?>>\n set [⛈️ status v] to [2]\n broadcast (failedtoload close v)\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n set [mode v] to [home]\n wait (0.1) seconds\n broadcast (init-home v)\n end\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [bg]> then\n if <(open) = [1]> then\n go to [back v] layer\n set size to (100) %\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [open v] to [0]\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen I receive [failedtoload close v]\nset [open v] to [0]\n\nwhen I start as a clone\nswitch costume to (clone-id)\n\nwhen I start as a clone\nif <(clone-id) = [bg]> then\n if <(open) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I start as a clone\neffect 1\n\nbroadcast (popup0 v)\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\nchange y by ((y position) / (-3))\n\nwhen [timer v] > (0)\nhide\n\nset [@username v] to [test]\nbroadcast (@ack v)\n\nwhen I receive [ban v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n | ✦ BLOCKY Online platformer maker ✦\n Make platformers\n Save and share them ONLINE\n\nWelcome! This is a new kind of scrolling platformer creator that allows sharing levels on the cloud. All data is saved on the cloud :)\nRemember to save your levels regularly!\n\n➥ The old forum topic for level codes: https://scratch.mit.edu/discuss/topic/403600/?page=173\nLevels from there can be imported in this project.\n\nHow to use the editor:\n➜ Arrow Keys / WASD / Joystick to move the screen\n➜ Keys (1-9, A-D) to equip a block\n➜ Click to place a block\n➜ [E] to erase\n➜ [M] to go to the start flag\n➜ Once you're finished, set an end flag to mark the end of your level\n➜ Click "Share" to share your level online\n\nMost important blocks:\n[1] Ground\n[2] Lava\n[4] Up Spring\n[C] Checkpoint\n[D] End flag\n[E] Eraser\n\nAll blocks:\n[1] Ground\n[2] Lava - kills you\n[3] Water - you can swim in it. In water, you will sink.\n[4] Up Spring - boosts you up\n[5] Down Spring - boosts you down\n[6] Saw - kills you\n[7] Collectable - coins, you can collect them\n[8] Signs - they point in a specific direction\n[9] Portal - If you press z, they will teleport you to the other connected portal\n[A] Door / Key - They key can be used to open the door\n[B] Potion - you can swim in it. In Potion, you will rise. You can still swim downwards by pressing [s] or [down arrow].\n[C] Checkpoint\n[D] End flag\n\n➥ Notes:\nIf you accidentelly deleted something, click the "Undo" button to revert your change. :)\n\nYour level will be saved ONLINE - you don't need to export it. If you come back to the project later, you will be able to continue working on your level.\nIf you still want to export your level, click on the icon with the 3 dots and click "Export".\n\nTo enable / disable walljump and change the level's theme / settings, click the icon with the 3 dots.\n\nTo share your level with the community, click "Share".\n\n➥ My stuff:\nYou can see all of your levels on the "My stuff" page. To get to it, click the "Home" icon and then click on "My stuff".\n\n➥ Community levels:\nClick "Community levels" to find levels created by other community members.\nIt is NOT possible to check out someone's unshared levels. You can only play levels that have been shared.\n\nIf you like a level, click the love or the favorite button to increment the counter and show the creator that you like their level :) You can also dislike levels, however there is no public dislike count to prevent hate.\nThe project owner will get notified if you love / favorite their level. They won't get notified on dislikes\n\n➥ Remixing levels:\nIf you like a community level and want to add your own ideas to it, you can click the "Remix" button to save a copy of the level. The remix will be marked as remix, and the owner of the original level will be notified about the remix.\n\n➥ Search:\nWith "Search", you can find levels that were created by a specific user or with a specific level id.\n\n➥ Trending:\nThe "Community levels > Trending" tab shows new levels that gained many likes in a short time.\n\n➥ Personalized recommendations:\nThe "Community levels > For you" tab shows personalized recommended levels based on who your are following, what is currently trending and what levels you viewed before.\n\nI worked pretty hard on this project, so please love / fav!\nIf you have questions or suggestions, ask in comments.\n\n➥ Credits:\nAlmost all code and art by me!\n@-Rex- for the Stamp text engine\n\n➥ Background Music:\nNekzlo - Found You\nJim Yosef - Joy\nHolo - Ampyx\nJim Yosef - Zoom [Ninety9Lives]\nMBB - Fresh\nJim Yosef - Fall with me |
(scrolling platformer) Green Pea Apocalypse World | @Stage\n\nwhen flag clicked\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [play game v]\nswitch backdrop to (lv.1-3 v)\nforever\n\nwhen I receive [lv.2 v]\n\nwhen I receive [lv.3 v]\n\nbroadcast (splim v)\n\nclear sound effects\n\nswitch backdrop to (lv.1-3 v)\n\nwhen I receive [play game v]\nforever\n if <(biome music) = [1]> then\n stop all sounds\n play sound [Music-Jungle v] until done\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(biome music) = [2]> then\n stop all sounds\n play sound [Music-Desert v] until done\n end\nend\n\nwhen flag clicked\nset [biome music v] to [1]\n\n@player\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset size to (90) %\nset [sx v] to [0]\nset [x v] to [0]\nset [in air v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n Change Player x by [-6]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Change Player x by [6]\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) + (20))>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\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 [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest Die\nif <(fall) = [false]> then\n repeat until <not <touching (ground v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif <touching (ground v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow 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 (ground v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (die v)\n\nwait (0.5) seconds\n\nshow\n\ndefine Test Die\nif <<touching (traps v)?> or <key (r v) pressed?>> then\n if <(can get hurt) = [true]> then\n set [exit v] to [restart]\n end\nend\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (front layer deco v)\n turn right (65) degrees\n move ((distance to [front layer deco v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nbroadcast (home screen v)\nhide\nchange [level v] by (1)\n\ndefine tick 2\n\nTick\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <<<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [hide home screen v]\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nbroadcast (Tick v) and wait\nTick\n\ndefine win\nrepeat (10)\n change size by (10)\nend\nset size to (90) %\nbroadcast (reset v)\n\nwhen I receive [win 2 v]\nset volume to (100) %\nif <(EXIT) = [win]> then\n\nwhen I receive [jump v]\nset [sy v] to [34]\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <key (space v) pressed?> then\n set [ghost v] effect to (80)\n set [can get hurt v] to [false]\n else\n clear graphic effects\n set [can get hurt v] to [true]\n end\n end\n if <<<touching color (#664900)?> or <touching color (#3d3102)?>> and <key (down arrow v) pressed?>> then\n set [fall v] to [true]\n wait (0.3) seconds\n set [fall v] to [false]\n end\nend\n\nwhen I receive [jump 2 v]\nset [sy v] to [20]\n\nwhen flag clicked\nset [jumps v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n change [jumps v] by (1)\n wait (0.65) seconds\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [splim v]\nbroadcast (Flag v) and wait\n\nset [check point v] to [0]\nset [check point v] to [1]\n\nwhen I receive [die v]\nwait (0.105) seconds\nforever\n if <(EXIT) = []> then\n if <(check point) = [1]> then\n Change player y by [181]\n Change Player x by [789]\n show\n stop [this script v]\n else\n if <(check point) = [2]> then\n broadcast (check 2 respawn v)\n Change player y by ((checkpoint 2 place y) + (20))\n Change Player x by [-20]\n hide\n wait (0.3) seconds\n show\n stop [this script v]\n end\n if <(check point) = [3]> then\n Change player y by ((check point 3 place y) + (20))\n Change Player x by (check point 3 place x)\n hide\n wait (0.3) seconds\n show\n stop [this script v]\n end\n if <(check point) = [0]> then\n Change player y by [0]\n Change Player x by [0]\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [check point v] to [0]\nforever\n if <touching (checkpoint v)?> then\n broadcast (checkpoint one v)\n set [check point v] to [1]\n end\n if <touching (checkpoint2 v)?> then\n broadcast (checkpoint two v)\n set [check point v] to [2]\n end\n if <touching (checkpoint3 v)?> then\n broadcast (checkpoint 3 v)\n set [check point v] to [3]\n end\n if <touching color (#00e800)?> then\n set [biome music v] to [1]\n end\n if <touching color (#ffe900)?> then\n set [biome music v] to [2]\n end\nend\n\nwhen flag clicked\nset [check point v] to [0]\n\nwhen flag clicked\nset [fall v] to [false]\n\nwhen I receive [splim v]\nforever\n wait (pick random (10) to (15)) seconds\n broadcast (rain place v)\n set [rain level v] to (pick random (3) to (3))\n wait (pick random (16) to (30)) seconds\n set [rain level v] to [stop]\nend\n\nhide variable [rain level v]\n\nset [check point v] to [2]\n\nbroadcast (checkpoint 3 v)\n\n@ground\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]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-200] y: [-120]\n Clone at x: [1600] y: [330]\n Clone at x: [0] y: [0]\n Clone at x: [-10] y: [-470]\n Clone at x: [-80] y: [-200]\n Clone at x: [-410] y: [800]\n Clone at x: [880] y: [-500]\n Clone at x: [120] y: [-260]\n Clone at x: [120] y: [430]\n Clone at x: [200] y: [-300]\n Clone at x: [400] y: [50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n Clone at x: [0] y: [-150]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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 [reset v]\ndelete this clone\n\nwhen flag clicked\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@front layer deco\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-200] y: [-120]\n Clone at x: [1600] y: [330]\n Clone at x: [0] y: [0]\n Clone at x: [-10] y: [-470]\n Clone at x: [-80] y: [-200]\n Clone at x: [-410] y: [800]\n Clone at x: [880] y: [-500]\n Clone at x: [120] y: [-260]\n Clone at x: [120] y: [430]\n Clone at x: [200] y: [-300]\n Clone at x: [400] y: [50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\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\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\n@front layer\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@back layer\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@back layer deco\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-200] y: [-120]\n Clone at x: [1600] y: [330]\n Clone at x: [0] y: [0]\n Clone at x: [-10] y: [-470]\n Clone at x: [-80] y: [-200]\n Clone at x: [-410] y: [800]\n Clone at x: [880] y: [-500]\n Clone at x: [120] y: [-260]\n Clone at x: [120] y: [430]\n Clone at x: [200] y: [-300]\n Clone at x: [400] y: [50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\n@traps\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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\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\nClone at x: [370] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\n@for copy paste\n\n@coin\n\nwhen I receive [setup v]\n\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [80] y: [-180]\n Clone at x: [-20] y: [180]\n Clone at x: [60] y: [0]\n wait (0) seconds\n Clone at x: [160] y: [80]\n Clone at x: [60] y: [0]\n Clone at x: [60] y: [0]\n Clone at x: [60] y: [-1000]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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)\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\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n next costume\n if <touching (player v)?> then\n start sound [Collect v]\n change [coin v] by (1)\n delete this clone\n end\nend\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [coin v] to [0]\n\nClone at x: [60] y: [0]\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@starting ani character2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (2) seconds\nbroadcast (ani2 v)\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (10)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (10)) + (100)) %\nend\n\nwhen I receive [ani2 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (16)\n next costume\n wait (0.01) seconds\nend\nwait (0.4) seconds\nhide\nbroadcast (ani3 v)\n\nwhen I receive [start2 v]\nhide\n\n@starting ani character\n\nwhen flag clicked\ngo to [front v] layer\nset [intro size v] to [90]\nhide\nwait (2) seconds\nset [sine v] to [0]\nforever\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (10)) + (intro size)) %\nend\n\nforever\n\nwhen flag clicked\n\nwhen I receive [ani3 v]\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nshow\nrepeat (9)\n next costume\n change [intro size v] by (-1)\nend\nrepeat (9)\n next costume\n wait (0.01) seconds\n change [intro size v] by (-1.5)\nend\nrepeat (9)\n next costume\n change [intro size v] by (-2)\n wait (0.05) seconds\nend\nrepeat (9)\n change [intro size v] by (-3)\n next costume\n wait (0.07) seconds\nend\nrepeat (6)\n change [intro size v] by (-4)\nend\nhide\nbroadcast (splim v)\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nwhen I receive [fombell v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\nset size to (1) %\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (10)\nend\nwait (1) seconds\nbroadcast (ani2 v)\nhide\n\n@heart and star\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [turn v] to (pick random (3) to (15))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (75) to (115)) %\nswitch costume to (pick random (1) to (8))\ngo [forward v] (50) layers\nshow\n\nwhen I receive [hideeeee v]\nhide\ngo to x: (0) y: (-195)\nrepeat (25)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@starting ani backround\n\nwhen I receive [stop music v]\nset volume to (0) %\n\nwhen I receive [start music v]\nset volume to (100) %\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nshow\nwait (1.3) seconds\nstart sound [Unison-Aperture-NCS-Release v]\nbroadcast (HIDEEEEE v)\n\nwhen I receive [start2 v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [splim v]\nswitch costume to (costume2 \(7\) v)\n\nwhen I receive [splim v]\nforever\n play sound [Music-Title_Screen v] until done\nend\n\nwhen I receive [splim v]\nbroadcast (Play game v) and wait\n\nwhen I receive [//lightout v]\nset volume to (0) %\nstop [other scripts in sprite v]\n\nwhen I receive [hideeeee v]\nset volume to (100) %\nwait (3) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [splim v]\nhide\n\nset [rain level v] to [stop]\n\nset [rain level v] to [small]\n\nset [rain level v] to [mid]\n\nset [rain level v] to [large]\n\n@checkpoint\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [790] y: [338]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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 [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint one v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\n@rain\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset size to (100) %\nset [ghost v] effect to (30)\ngo to x: (pick random (-240) to (230)) y: (175)\nset [dir v] to (pick random (-2) to (2))\nset [speed v] to (pick random (20) to (25))\nshow\nset pen color to (#62acd5)\npen down\nset pen size to (3)\nrepeat until <<(y position) < [-170]> or <<touching (player v)?> or < or <touching (ground v)?>>>>\n point in direction (((180) + (dir)) + (global dir))\n move (((1) * (((Falling Speed) + (1)) / (30))) * (Speed)) steps\nend\nmove (((1) * (((Falling Speed) + (1)) / (30))) * (Speed)) steps\nturn left (pick random (-60) to (110)) degrees\nswitch costume to (pick random (2) to (7))\nset size to (0) %\nset [i v] to [25]\nrepeat (10)\n change size by (i)\n change [ghost v] effect by ((i) / (2))\n change [i v] by (-2)\nend\ndelete this clone\n\nwhen I receive [rain v]\nset [global dir v] to [-10]\nforever\n set [strength v] to (pick random (-5) to (10))\n repeat (100)\n change [global dir v] by ((strength) / (100))\n end\n repeat (100)\n change [global dir v] by (((strength) / (100)) * (-1))\n end\nend\n\nwhen I receive [rain place v]\nforever\n if <(rain level) = [1]> then\n create clone of (_myself_ v)\n stop [other scripts in sprite v]\n broadcast (rain v)\n broadcast (small rain v)\n delete this clone\n end\n if <(rain level) = [2]> then\n create clone of (_myself_ v)\n stop [other scripts in sprite v]\n broadcast (rain v)\n broadcast (mid rain v)\n delete this clone\n end\n if <(rain level) = [2]> then\n create clone of (_myself_ v)\n end\n if <(rain level) = [3]> then\n create clone of (_myself_ v)\n stop [other scripts in sprite v]\n broadcast (rain v)\n broadcast (large rain v)\n delete this clone\n end\n if <(rain level) = [3]> then\n create clone of (_myself_ v)\n end\n if <(rain level) = [3]> then\n create clone of (_myself_ v)\n end\n if <(rain level) = [stop]> then\n broadcast (stop rain v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nset [rain level v] to [3]\n\n@rain1\n\nwhen flag clicked\nhide variable [trail v]\nset [vis? v] to [0]\nset [falling speed v] to [20]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [trail v] to [65]\nforever\n set [ghost v] effect to (Trail)\n stamp\nend\n\nwhen flag clicked\nforever\n hide\n wait (pick random (5) to (10)) seconds\n switch costume to (costume2 v)\n repeat (3)\n set [ghost v] effect to (0)\n stamp\n end\n switch costume to (costume1 v)\n play sound (pick random (1) to (2)) until done\nend\n\nswitch costume to (rain v)\n\nwhen I receive [rain place v]\nrepeat until <(rain level) = [stop]>\n if <(rain level) = [1]> then\n play sound [rain-07.mp4 v] until done\n end\n if <(rain level) = [2]> then\n play sound [rain-07.mp3 v] until done\n end\n if <(rain level) = [1]> then\n play sound [rain-07.mp4 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(biome music) = [1]> then\n switch costume to (costume1 v)\n end\n if <(biome music) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\n@checkpoint2\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [2]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [-90] y: [620]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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\nset [check point 2 place x v] to (x)\nset [checkpoint 2 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint two v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\n@checkpoint3\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [3]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [1600] y: [370]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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\nset [check point 3 place x v] to (x)\nset [check point 3 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint 3 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\n@launch pad\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1830] y: [175]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\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 [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (player v)?> then\n broadcast (jump v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@water\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nclear graphic effects\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n set [ghost v] effect to (30)\n Clone at x: [0] y: [-100]\n Clone at x: [200] y: [100]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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)\n\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\n@launch pad2\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1000] y: [590]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\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 [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (jump v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\n\n@market front wall\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [2440] y: [132]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\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\n forever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\n@market front wall2\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [2800] y: [160]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\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) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\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\n forever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\n | This game is best for MacBook another device might glitch\n\nThis is my first scrolling game :) so there might be some bugs, arrow keys to move also it is mobile friendly there isn't a way to win it is just a world for looking around you can explore or do anything you won't don't touch red, list of glitches that might happen some time check point won't work you can press R key to spawn at the checkpoint or if you are stuck if it still don't work you need to hit green flag again also if you are dropping down from a bridge do not press any key when falling of a bridge otherwise the game breaks.\n\nV1.0 : released \n\nV1.1 : new biome music desert\n\nV1.2 : background now change colour depend on the biome you are in also desert have been expanded! and update on intro\n\nV1.3 : huge expend desert\n\nComing soon :\nBigger desert and snow biome\n\nTags : #game #explor #jungle #desert #snow #green #pea #apocalypse #world #platfomer #scrolling #terraria #fun #easy #art #durp #rain #checkpoint #art\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOMG this is on 12# trending\nCan this get featured ? |
scratcher platformer | @Stage\n\nwhen flag clicked\ndebut\nforever\n regle <(levels) = [6]> <(levels) = [11]> <(levels) = [16]> <(levels) = [21]> <(levels) = [26]>\nend\n\ndefine debut\nswitch backdrop to (monde nitendo v)\n\ndefine regle <sortie 1> <sotie 2> <sortie 3> <sortie 4> <fin>\nif <sortie 1> then\n switch backdrop to (monde kodiak77-77 v)\nend\nif <sotie 2> then\n switch backdrop to (monde aquatique v)\nend\nif <sortie 3> then\n switch backdrop to (monde scratch v)\nend\nif <sortie 4> then\n switch backdrop to (monde mahpell v)\nend\nif <fin> then\n switch backdrop to (image projet scratch v)\nend\n\n@scratcher\n\ndefine xcoll\nrepeat until <<not <touching (levels v)?>> or <touching (bounce 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)?>> or <touching (bounce v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine fast\nrepeat (6)\n if <<touching (levels v)?> or <touching (bounce v)?>> then\n change y by (1)\n end\nend\n\nwhen flag clicked\ngo to x: (-40) y: (0)\npoint in direction (90)\nhide\nswitch costume to (premier costume mahpell v)\n\ndefine preparation\nset size to (20) %\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\n\ndefine mort <chute> <spike>\nif <<chute> or <spike>> then\n preparation\nend\n\ndefine nouveau niveau <passage> <non dernier niveau>\nif <passage> then\n if <non dernier niveau> then\n preparation\n broadcast (next level v)\n end\nend\n\ndefine tomber\nchange [y v] by (-1)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine marcher (orientation) (direction)\npoint in direction (orientation)\nchange [x v] by (direction)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [go v]\npreparation\nforever\n tomber\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n marcher [90] [1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n marcher [-90] [-1]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (levels v)?> or <touching (bounce v)?>> then\n fast\n if <<touching (levels v)?> or <touching (bounce v)?>> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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)?> or <touching (bounce v)?>> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n mort <(y position) < [-180]> <touching (spikes v)?>\n nouveau niveau <(x position) > [240]> <not <(levels) = [26]>>\nend\n\nwhen I receive [menu v]\ngo to x: (-40) y: (0)\nshow\n\ndefine mouvement <mahpell> <tp83tnzap> <kodiak77-77> <madji> <corpcooga> <griffpatch> <coder_d6> <xamuil2> <remixsuper> <sharkyshar> <imperial 11> <nampinanathali> <paul2448> <coltroc>\nif <mahpell> then\n switch costume to (premier costume mahpell v)\n repeat (48)\n next costume\n wait (0.01) seconds\n end\nend\nif <tp83tnzap> then\n switch costume to (tp83tnzap v)\n repeat (30)\n next costume\n wait (0.01) seconds\n end\nend\nif <kodiak77-77> then\n switch costume to (kodiak77-77 v)\nend\nif <madji> then\n switch costume to (madji v)\nend\nif <corpcooga> then\n switch costume to (corpcooga v)\nend\nif <griffpatch> then\n switch costume to (griffpach v)\nend\nif <coder_d6> then\n switch costume to (coder_d6 v)\nend\nif <xamuil2> then\n switch costume to (xamuil2 v)\nend\nif <remixsuper> then\n switch costume to (remixsuper v)\nend\nif <sharkyshar> then\n switch costume to (sharkyshar v)\nend\nif <imperial 11> then\n switch costume to (imperial 11 v)\nend\nif <nampinanathali> then\n switch costume to (nampinanathali v)\nend\nif <paul2448> then\n switch costume to (paul2448 v)\nend\nif <coltroc> then\n switch costume to (coltroc v)\nend\n\nwhen I receive [go v]\n\nwhen flag clicked\nforever\n mouvement <<(costume [number v]) < [50]> and <(costume [number v]) > [0]>> <<(costume [number v]) < [82]> and <(costume [number v]) > [49]>> <(costume [number v]) = [82]> <(costume [number v]) = [83]> <(costume [number v]) = [91]> <(costume [number v]) = [89]> <(costume [number v]) = [92]> <(costume [number v]) = [88]> <(costume [number v]) = [86]> <(costume [number v]) = [87]> <(costume [number v]) = [93]> <(costume [number v]) = [90]> <(costume [number v]) = [85]> <>\nend\n\nwhen I receive [suivant v]\nsuivant\n\ndefine suivant\n\ndefine precedent\n\nwhen I receive [precedent v]\nprecedent\n\nwhen I receive [coder_d6 v]\nswitch costume to (coder_d6 v)\nset size to (80) %\n\nwhen I receive [coltroc v]\nswitch costume to (coltroc v)\nset size to (80) %\n\nwhen I receive [corpcooga v]\nswitch costume to (corpcooga v)\nset size to (80) %\n\nwhen I receive [mahpell v]\nswitch costume to (premier costume mahpell v)\nset size to (20) %\n\nwhen I receive [griffpatch v]\nswitch costume to (griffpach v)\nset size to (80) %\n\nwhen I receive [madji v]\nswitch costume to (madji v)\nset size to (80) %\n\nwhen I receive [nampinanathali v]\nswitch costume to (nampinanathali v)\nset size to (80) %\n\nwhen I receive [paul2448 v]\nswitch costume to (paul2448 v)\nset size to (55) %\n\nwhen I receive [remixsuper v]\nswitch costume to (remixsuper v)\nset size to (100) %\n\nwhen I receive [imperial 11 v]\nswitch costume to (imperial 11 v)\nset size to (80) %\n\nwhen I receive [sharkyshar v]\nswitch costume to (sharkyshar v)\nset size to (80) %\n\nwhen I receive [kodiak77-77 v]\nswitch costume to (kodiak77-77 v)\nset size to (80) %\n\nwhen I receive [xamuil2 v]\nswitch costume to (xamuil2 v)\nset size to (80) %\n\nwhen I receive [tp83tnzap v]\nswitch costume to (tp83tnzap v)\nset size to (20) %\n\ndefine bounce <jump>\nif <jump> then\n change [y v] by (20)\nend\n\nwhen flag clicked\nforever\n bounce <touching (bounce v)?>\nend\n\nwhen I receive [petitscratchcat v]\nset size to (80) %\nswitch costume to (petitscratchcat v)\n\nwhen I receive [fs12 extension#new v]\nswitch costume to (fantasticscratcheur12 v)\nset size to (100) %\n\n@Levels\n\nwhen flag clicked\ndebut\n\ndefine debut\nswitch costume to (nsmbwii-hd-2 v)\nset [levels v] to [1]\n\nwhen I receive [next level v]\nc'est bon <(levels) < [26]>\n\ndefine c'est bon <changement>\nif <changement> then\n next costume\n change [levels v] by (1)\nend\n\n@image\n\ndefine by (mahpell)\n100% (mahpell)\nscratcher plateformer\n\ndefine 100% (mahpell)\n\ndefine scratcher plateformer\nmahpell\ntp83tnzap\nkodiak 77-77\nmadji\ncorcooga\ngriffpatch\nXamuil2\nremixsuper\ncoder_d6\nsharkyshar\nimperial 11\nnampinanathaly\nPaul2448\ncoltroc\n\ndefine mahpell\n\ndefine kodiak 77-77\n\ndefine sharkyshar\n\ndefine corcooga\n\ndefine griffpatch\n\ndefine tp83tnzap\n\ndefine coltroc\n\ndefine madji\n\ndefine nampinanathaly\n\ndefine coder_d6\n\ndefine remixsuper\n\ndefine Paul2448\n\ndefine Xamuil2\n\ndefine imperial 11\n\ndefine PetitScratchCat\n\nPetitScratchCat\n\n@scrpro2\n\nwhen flag clicked\ndebut\nmusique intro [10]\ntomber [4]\ntourner [2] [180]\ntaille [-10] [20]\non se cache\nstop\n\ndefine debut\npoint in direction (90)\ngo to x: (0) y: (0)\nset [menu v] to [1]\nswitch costume to (scrpro2 v)\nshow\ngo to [front v] layer\nset size to (100) %\nset tempo to (60)\n\ndefine regle tempo <trop vite> (accélération) <trop trop vite> <bug> (vitesse maximale) 120 vitesse maximale tempo\nif <trop vite> then\n change tempo by (accélération)\nend\nif <trop trop vite> then\n set tempo to (vitesse maximale)\nend\nif <bug> then\n set tempo to (vitesse maximale)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n regle tempo <(tempo) = [100]> [20] <(tempo) = [120]> <(tempo) > [120]> [120] 120 vitesse maximale tempo\nend\n\ndefine musique menu\nrepeat until <(menu) = [0]>\n play sound [super smash bros ultimate v] until done\nend\n\ndefine on se cache\nrepeat (10)\n change [color v] effect by (10)\n change [ghost v] effect by (10)\n wait (0.2) seconds\nend\n\ndefine tourner (degres) (nombre de fois)\nrepeat (nombre de fois)\n turn right (degres) degrees\nend\n\ndefine tomber (chute)\nrepeat (chute)\n wait (0.1) seconds\n next costume\n change size by (50)\nend\n\ndefine musique intro (son)\nrepeat (son)\n start sound [recording1 v]\n change tempo by (20)\nend\n\ndefine stop\nhide\nstop all sounds\nbroadcast (menu v)\n\ndefine taille (r) (g)\nrepeat (2)\n change size by (r)\n wait (0.1) seconds\n change size by (g)\n wait (0.1) seconds\n change size by (r)\n wait (0.1) seconds\nend\n\nwhen I receive [menu v]\nmusique menu\n\nwhen I receive [go v]\nwait (0.5) seconds\nforever\n play sound [recording3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (-30) y: (-25)\n\nwhen I receive [menu v]\nshow\n\nwhen flag clicked\nforever\n go <touching (mouse-pointer v)?> <mouse down?>\nend\n\ndefine go <depart> <validé>\nif <<depart> and <validé>> then\n broadcast (go v)\n hide\n play sound [Wand v] until done\n set [menu v] to [0]\n stop all sounds\nend\n\n@spikes\n\ndefine c'est bon <changement>\nif <changement> then\n next costume\nend\n\nwhen I receive [next level v]\nc'est bon <(levels) < [26]>\n\ndefine debut\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\ndebut\n\nwhen I receive [go v]\nshow\n\n@igs\n\nwhen flag clicked\ndepart\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [go v]\nhide\n\ndefine suivant <s> <c>\nif <<s> and <c>> then\n broadcast (suivant v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n suivant <touching (mouse-pointer v)?> <mouse down?>\nend\n\ndefine depart\nhide\ngo to x: (-50) y: (20)\n\ngo to x: (-50) y: (20)\n\n@igs2\n\nwhen flag clicked\ndebut\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [go v]\nhide\n\ndefine suivant <p> <c>\nif <<p> and <c>> then\n broadcast (precedent v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n suivant <touching (mouse-pointer v)?> <mouse down?>\nend\n\ndefine debut\nhide\ngo to x: (-250) y: (21)\n\n@bloc\n\nwhen flag clicked\ndebut\nforever\n tourner [20] [1]\nend\n\ndefine debut\nhide\npoint in direction (90)\ngo to x: (-40) y: (100)\nswitch costume to (in4 v)\n\ndefine tourner (nombre de fois) (degres)\nrepeat (nombre de fois)\n turn right (degres) degrees\nend\nrepeat (nombre de fois)\n turn left (degres) degrees\nend\nrepeat (nombre de fois)\n turn left (degres) degrees\nend\nrepeat (nombre de fois)\n turn right (degres) degrees\nend\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [suivant v]\nnext costume\n\nwhen I receive [precedent v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [go v]\nhide\n\ndefine apparence <mahpell> <tp83tnzap> <kodiak77-77> <madji> <corpcooga> <griffpatch> <coder_d6> <xamuil2> <remixsuper> <sharkyshar> <imperial 11> <nampinanathali> <paul2448> <coltroc> nom d'utilisateur <petitscratchcat> extension <fantasticscratcheur12>\nif <mahpell> then\n broadcast (mahpell v)\n wait until <not <(costume [number v]) = [1]>>\nend\nif <tp83tnzap> then\n broadcast (tp83tnzap v)\n wait until <not <<(costume [number v]) > [49]> and <(costume [number v]) < [82]>>>\nend\nif <kodiak77-77> then\n broadcast (kodiak77-77 v)\nend\nif <madji> then\n broadcast (madji v)\nend\nif <corpcooga> then\n broadcast (corpcooga v)\nend\nif <griffpatch> then\n broadcast (griffpatch v)\nend\nif <coder_d6> then\n broadcast (coder_d6 v)\nend\nif <xamuil2> then\n broadcast (Xamuil2 v)\nend\nif <remixsuper> then\n broadcast (remixsuper v)\nend\nif <sharkyshar> then\n broadcast (sharkyshar v)\nend\nif <imperial 11> then\n broadcast (imperial 11 v)\nend\nif <nampinanathali> then\n broadcast (nampinanathali v)\nend\nif <paul2448> then\n broadcast (Paul2448 v)\nend\nif <coltroc> then\n broadcast (coltroc v)\nend\nif <petitscratchcat> then\n broadcast (PetitScratchCat v)\nend\nif <fantasticscratcheur12> then\n FantasticScratcheur12\nend\n\nwhen flag clicked\nforever\n apparence <(costume [number v]) = [1]> <(costume [number v]) = [2]> <(costume [number v]) = [3]> <(costume [number v]) = [4]> <(costume [number v]) = [5]> <(costume [number v]) = [6]> <(costume [number v]) = [7]> <(costume [number v]) = [8]> <(costume [number v]) = [9]> <(costume [number v]) = [10]> <(costume [number v]) = [11]> <(costume [number v]) = [12]> <(costume [number v]) = [13]> <(costume [number v]) = [14]> nom d'utilisateur <(costume [number v]) = [15]> extension <(costume [number v]) = [16]>\nend\n\ndefine FantasticScratcheur12\nbroadcast (fs12 extension#new v)\n\n@bounce\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n customisation <touching (scratcher v)?> <touching (scratcher v)?>\nend\n\nrepeat until <1>\n\n\n\ndefine customisation <1> <2>\nif <1> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\ndefine condution <je peux> <encore> <2> <3>\nif <je peux> then\n show\n go to x: (0) y: (-35)\nelse\n if <encore> then\n show\n go to x: (20) y: (-35)\n else\n if <2> then\n show\n go to x: (20) y: (-40)\n else\n if <3> then\n show\n go to x: (-100) y: (-15)\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n condution <(levels) = [3]> <(levels) = [5]> <(levels) = [6]> <(levels) = [20]>\nend\n\n@thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n | It's possible |
☻ 100's Followers Platformer ☻ | @Stage\n\n@player\n\nwhen I receive [menu v]\nforever\n create clone of (_myself_ v)\n change [color v] effect by (10)\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (10)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\nswitch backdrop to (arrière plan1 v)\nset size to (90) %\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menu v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nglide (0.5) 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]> or <touching (portal v)?>> 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 [pixelate v] effect by (8)\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 (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 [pixelate v] effect by (8)\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\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nglide (0.5) secs to x: (0) y: (0)\nplay sound [Tada v] until done\n\nwhen I receive [menu v]\nforever\n play sound [Ambiance Storm v] until done\nend\n\n@Cookii Super\n\nwhen flag clicked\nclear graphic effects\nset [mosaic v] effect to (50)\nset size to (100) %\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nrepeat (50)\n wait (0.01) seconds\n change [mosaic v] effect by (-1)\nend\nswitch costume to (2 v)\nwait (0.5) seconds\nrepeat (25)\n wait (0.01) seconds\n change [fisheye v] effect by (5)\n change [ghost v] effect by (5)\nend\nbroadcast (100 v)\n\n@Sprite2\n\nwhen I receive [100 v]\nclear graphic effects\nset [mosaic v] effect to (50)\nset size to (100) %\ngo to [front v] layer\nshow\nrepeat (25)\n wait (0.01) seconds\n change [mosaic v] effect by (-2)\nend\nwait (1) seconds\nswitch costume to (2 v)\nrepeat (25)\n wait (0.01) seconds\n change [fisheye v] effect by (5)\n change [ghost v] effect by (5)\nend\nbroadcast (menu v)\n\nwhen flag clicked\nswitch costume to (1 v)\nrepeat until <(costume [name v]) = [2]>\n play sound [Hip Hop v] until done\nend\n\nwhen flag clicked\nhide\n\n@level\n\nwhen I receive [menu v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nif <(costume [name v]) = [13]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [menu v]\nwait until <(costume [name v]) = [10]>\nswitch backdrop to (arrière plan2 v)\n\nwhen I receive [end v]\nswitch backdrop to (arrière plan3 v)\nswitch costume to (14 v)\nstop [other scripts in sprite v]\n\n@spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@portal\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [menu v]\nset rotation style [all around v]\nforever\n turn right (1) degrees\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@portal2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [menu v]\nwait until <(costume [name v]) = [10]>\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (13 v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@énigma\n\nwhen I receive [menu v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\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) to (3)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\n | ☻ 100's Followers Platformer ☻\n\n✭ Use the arrows to advance or jump ;) !\n✭ Don't touch the spikes !\n✭ Win and have fun ;) ! |
three world platformer!(@hiron0413様とのコラボ!) | @Stage\n\nwhen I receive [メッセージ1 v]\n\nwhen I receive [メッセージ1 v]\nforever\n if <<([costume name v] of [犬 v]) = [1]> or <<([costume name v] of [犬 v]) = [2]> or <<([costume name v] of [犬 v]) = [3]> or <<([costume name v] of [犬 v]) = [4]> or <<([costume name v] of [犬 v]) = [5]> or <<([costume name v] of [犬 v]) = [6]> or <<([costume name v] of [犬 v]) = [7]> or <<([costume name v] of [犬 v]) = [8]> or <<([costume name v] of [犬 v]) = [9]> or <<([costume name v] of [犬 v]) = [10]> or <<([costume name v] of [犬 v]) = [11]> or >>>>>>>>>>> then\n switch backdrop to (背景2 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<([costume name v] of [犬 v]) = [13]> or <<([costume name v] of [犬 v]) = [14]> or <<([costume name v] of [犬 v]) = [15]> or <<([costume name v] of [犬 v]) = [16]> or <<([costume name v] of [犬 v]) = [17]> or <<([costume name v] of [犬 v]) = [18]> or >>>>>> then\n switch backdrop to (背景10 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<([costume name v] of [犬 v]) = [20]> or <<([costume name v] of [犬 v]) = [21]> or <<([costume name v] of [犬 v]) = [22]> or <<([costume name v] of [犬 v]) = [23]> or <<([costume name v] of [犬 v]) = [24]> or <<([costume name v] of [犬 v]) = [25]> or <<([costume name v] of [犬 v]) = [26]> or <<([costume name v] of [犬 v]) = [27]> or >>>>>>>> then\n switch backdrop to (背景9 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景13 v)\n\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n play sound [ Masked Heroes v] until done\nend\n\nwhen I receive [あかyさ v]\nswitch backdrop to (背景1 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\nstart sound (pick random (1) to (13))\n\nswitch costume to (pick random (1) to (71))\n\nwhen flag clicked\nhide\n\n\n\nif <touching (スプライト8 v)?> then\n change [xv v] by (3)\nend\nif <touching (スプライト12 v)?> then\n change [xv v] by (3)\nend\nif <touching (スプライト13 v)?> then\n change [xv v] by (3)\nend\nif <touching (スプライト14 v)?> then\n change [xv v] by (-3)\nend\nif <touching (スプライト16 v)?> then\n\nwhen I receive [メッセージ4 v]\nswitch costume to (1 v)\nbroadcast (メッセージ1 v)\n\nwhen I receive [4 v]\nswitch costume to (2 v)\nbroadcast (メッセージ1 v)\n\nwhen I receive [5 v]\nswitch costume to (3 v)\nbroadcast (メッセージ1 v)\n\nwhen I receive [身 v]\nswitch costume to (4 v)\nbroadcast (メッセージ1 v)\n\nwhen I receive [あswf v]\nswitch costume to (5 v)\nbroadcast (メッセージ1 v)\n\nwhen I receive [12 v]\nswitch costume to (5 v)\nbroadcast (メッセージ1 v)\n\nforever\n\nforever\n\nforever\n\nwhen flag clicked\nforever\n if <<touching (落石 v)?> or <<touching (saws v)?> or <<<touching (スプライト2 v)?> or <touching (スプライト3 v)?>> or <<touching (スプライト7 v)?> or <(y position) < [-170]>>>>> then\n start sound [Magic Spell v]\n go to x: (-230) y: (100)\n end\nend\n\nplay drum (1 v) for (0.25) beats\n\nstart sound [うっ v]\n\nstart sound [1 v]\nset [yv v] to [3]\nrepeat (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\nend\nset size to (70) %\n\nwhen flag clicked\nforever\n if <<touching (スプライト5 v)?> or <<touching (スプライト6 v)?> or <<<touching (スプライト8 v)?> or <touching (スプライト4 v)?>> or <<touching (スプライト9 v)?> or <(y position) < [-170]>>>>> then\n go to x: (-230) y: (100)\n start sound [Magic Spell v]\n end\nend\n\nstart sound [1 v]\nset [yv v] to [3]\nrepeat (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\nend\nset size to (70) %\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n wait (0.6) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [メッセージ1 v]\nset size to (70) %\ngo to x: (-230) y: (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 (-0.9)\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 (0.9)\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 [12]\n else\n set [xv v] to [10]\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 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 then\n broadcast (家ター! v)\n change [背景 v] by (1)\n go to x: (-216) y: (-59)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (スプライト10 v)?> then\n broadcast (家ター! v)\n go to x: (83) y: (190)\n end\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]\nset [時間 v] to [0]\nshow variable [時間 v]\nrepeat until <([costume name v] of [犬 v]) = [28]>\n change [時間 v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <<touching (スプライト12 v)?> or <touching (スプライト13 v)?>> then\n go to x: (-230) y: (100)\n start sound [Magic Spell v]\n end\nend\n\nstart sound [1 v]\nset [yv v] to [3]\nrepeat (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\nend\nset size to (70) %\n\nwhen flag clicked\nforever\n if <<touching (スプライト11 v)?> or <touching (スプライト16 v)?>> then\n go to x: (-230) y: (-60)\n start sound [Magic Spell v]\n end\nend\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@犬\n\nwhen I receive [家ター! v]\ngo to x: (0) y: (0)\nnext costume\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\nswitch costume to (1 v)\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7\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nhide\n\nhide\n\n@スプライト2\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [5]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [8]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [8]> then\n go to x: (0) y: (-100)\n turn right (15) degrees\n show\n else\n hide\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nforever\n if <([costume # v] of [犬 v]) = [11]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [11]> then\n go to x: (-25) y: (240)\n wait (0.1) seconds\n glide (1) secs to x: (-25) y: (-90)\n if <<(x position) = [-25]> and <(y position) = [-200]>> then\n go to x: (-25) y: (240)\n end\n else\n hide\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nforever\n if <([costume # v] of [犬 v]) = [13]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [13]> then\n go to x: (0) y: (240)\n wait (0.1) seconds\n glide (1) secs to x: (0) y: (-90)\n if <<(x position) = [-25]> and <(y position) = [-200]>> then\n go to x: (0) y: (240)\n end\n else\n hide\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nforever\n if <([costume # v] of [犬 v]) = [13]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [13]> then\n go to x: (-150) y: (240)\n wait (0.1) seconds\n glide (1) secs to x: (-150) y: (-90)\n if <<(x position) = [-150]> and <(y position) = [-200]>> then\n go to x: (-150) y: (240)\n end\n else\n hide\n end\nend\n\nsay [こんにちは!] for (2) seconds\n\n@スプライト9\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [16]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@スプライト10\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [17]> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nforever\n if <([costume # v] of [犬 v]) = [13]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [13]> then\n go to x: (150) y: (240)\n wait (0.1) seconds\n glide (1) secs to x: (150) y: (-90)\n if <<(x position) = [150]> and <(y position) = [-200]>> then\n go to x: (150) y: (240)\n end\n else\n hide\n end\nend\n\n@Saws2\n\nwhen I receive [メッセージ1 v]\ngo to x: (-230) y: (-110)\nforever\n if <([costume name v] of [犬 v]) = [18]> then\n show\n else\n hide\n end\n forever\n turn right (100) degrees\n glide (1) secs to x: (-242) y: (-110)\n glide (1) secs to x: (230) y: (-110)\n end\nend\n\nwhen flag clicked\nhide\n\n@Saws3\n\nwhen I receive [メッセージ1 v]\ngo to x: (-230) y: (0)\nforever\n if <([costume name v] of [犬 v]) = [19]> then\n show\n else\n hide\n end\n forever\n turn right (100) degrees\n glide (2) secs to x: (-242) y: (0)\n glide (2) secs to x: (230) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Saws4\n\nwhen I receive [メッセージ1 v]\ngo to x: (-230) y: (-110)\nforever\n if <([costume # v] of [犬 v]) = [19]> then\n show\n else\n hide\n end\n forever\n turn right (100) degrees\n glide (1) secs to x: (-242) y: (-110)\n glide (1) secs to x: (230) y: (-110)\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト14\n\ndefine 動き回るぅぅ!\nsay []\nset size to (50) %\nshow\nsay [❤★マーク押して~~~‼]\nsay [If you like it, plz love and favorite!!]\nrepeat (20)\n glide (0.5) secs to (random position v)\nend\ngo to x: (0) y: (0)\nsay [ハートと星マーク押さないとどうなるか分かるよね!]\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.01)\nbroadcast (あかyさ v)\n動き回るぅぅ!\n\nwhen flag clicked\nsay []\nhide\nforever\n reset timer\nend\n\n@スプライト11\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [24]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@スプライト12\n\nwhen flag clicked\nforever\n if <([costume # v] of [犬 v]) = [25]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [25]> then\n go to x: (-41) y: (240)\n wait (0.1) seconds\n glide (2.5) secs to x: (-41) y: (-90)\n if <<(x position) = [-41]> and <(y position) = [-200]>> then\n go to x: (-41) y: (240)\n end\n end\nend\n\nhide\n\n@スプライト15\n\nwhen I receive [メッセージ1 v]\nhide\n\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n set size to (120) %\n switch costume to (コスチューム4 v)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n set size to (100) %\n if <mouse down?> then\n start sound [鍵の音~ v]\n broadcast (メッセージ1 v)\n clear graphic effects\n stop [this script v]\n end\n else\n clear graphic effects\n end\nend\n\n@スプライト16\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [28]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n | 新作です↓\nhttps://scratch.mit.edu/projects/411089049/\nもう少しで流行1位!1位になりたい~\nなりました((\n@hiron0413とのコラボ作品です!\n日本語は下にあるよ。\n@hiron0413様の作品↓\nhttps://scratch.mit.edu/projects/408058931/\n≪English≫\nwelcome to the world of the platformers,Let’s play a lot in the game!\nUse A,D keys or ←,→ keys to move\nUse W key or ↑key to jump\npushing the space key,and you're goiug back to the beginning of the stage\nIf you have a bag,please tell me in the comments section.\nIn the comments section of the idea.\n@hiron0413work of collabos\nIf you like it, plz love and favorite!!\n≪日本語≫\n今回はコラボ作品なのでプラットフォーマーを作りました。\n左右キーで移動して、スペースキーで最初に戻ります。\n❤★マークお願いします!\n結構頑張りました。\n不快なコメントは削除させていただきます\n#platformer#Game#karikunn#karikunn16#PC\n初めてダグをつけました |
Dungeons || A Platformer | @Stage\n\n@Player\n\ndefine Reset Level\nswitch costume to (player v)\nclear graphic effects\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (300) %\ngo to [front v] layer\nshow\n\ndefine Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nReset Level\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [1]\nReset Level\nforever\n change [yv 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 [xv 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 change [xv v] by (-.8)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <touching color (#aaaaaa)?> then\n change y by (1)\n end\n if <touching color (#aaaaaa)?> then\n change y by (1)\n end\n if <touching color (#aaaaaa)?> then\n change y by (1)\n end\n if <touching color (#aaaaaa)?> then\n change y by (1)\n end\n if <touching color (#aaaaaa)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [13]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n change y by (yv)\n if <touching color (#aaaaaa)?> then\n change y by ((yv) - ((yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#aaaaaa)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<<(y position) < [-211]> or <touching (spikes v)?>> or <touching color (#a32323)?>> then\n Die\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n Reset Level\n change [level v] by (1)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (ground1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (spikes1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Controls:\nArrows, WASD or click the screen.\n\nThe background is actually part of the ground so I had to make the player do (if touching colour {colour}) in the script. |
Joy! A scrolling Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n Game - Die\nend\n\ndefine Game on\nshow\nset [y v] to [0]\nset [x v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change player x by [-8]\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change player x by [8]\n point in direction (90)\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange player y by (sy)\nset [scrollx v] to (x)\nPositon\nif <(y position) < [-170]> then\n set [exit v] to [Death R.I.P]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPositon\nTest - Die\nrepeat until <not <touching (paltformes 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 Positon\n set [sy v] to [0]\nend\n\ndefine Positon\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nPositon\nTest - Die\nif <touching (paltformes v)?> then\n repeat (8)\n change [y v] by (1)\n Positon\n if <not <touching (paltformes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (paltformes v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Positon\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\ndefine Game - Die\nset [exit v] to []\nset [ok show cube v] to [NO]\nbroadcast (Death. Death! DEATH!!! v)\nhide\nwait (0.5) seconds\nshow\n\ndefine Test - Die\nif <touching color (#ff00ff)?> then\n set [exit v] to [Die]\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nwhen flag clicked\nforever\n if <touching (checkpoint v)?> then\n set [checkpoint v] to [1]\n end\nend\n\nchange [checkpoint v] by (1)\n\nif <(Checkpoint) = [0]> then\n set [scrollx v] to [5224]\n set [x v] to [5224]\nend\n\nset [checkpoint v] to [0]\n\nwhen flag clicked\n\nwhen I receive [checkpoint v]\nif <(Checkpoint) = [1]> then\n set [scrollx v] to [5224]\n set [x v] to [5224]\nend\n\n@Paltformes\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nset [level v] to [0]\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Postion (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\nchange [checkpoint v] by (1)\n\nhide variable [checkpoint v]\n\n@Deco\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nset [level v] to [0]\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Sprite1\n\nwhen I receive [death. death! death!!! v]\nset [ghost v] effect to (0)\nset [trans speed v] to [35.3]\ngo to [front v] layer\ngo to x: (0) y: (-220)\nshow\nrepeat until <(y position) > [160]>\n change y by (Trans speed)\n change [trans speed v] by (-2)\nend\nset [trans speed v] to [2]\nrepeat until <(y position) > [200]>\n change y by (Trans speed)\n change [trans speed v] by (-0.001)\nend\nbroadcast (Checkpoint v)\nrepeat (15)\n change [ghost v] effect by (8)\nend\nhide\nset [ok show cube v] to [yes]\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-149)\n\n@Deco2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nset [level v] to [0]\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [green flag v]\nshow\nset [ghost v] effect to (75)\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nset [level v] to [0]\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | Welcome to\nJoy! A Scrolling Platformer\nArrow Keys to move\nAvoid Lava and the void\nGet checkpoints to stay there when you fail! |
Holdy online - worlds platformer #games | @Stage\n\nwhen I receive [הסתר הכל v]\nswitch backdrop to (2 v)\n\nwhen flag clicked\nset [שלב v] to [1]\nhide variable [רקע אחרון v]\nforever\n if <(יוצר שלב?) = [0]> then\n set [רקע אחרון v] to (backdrop [number v])\n end\nend\n\nwhen I receive [חזרה למשחק v]\nswitch backdrop to (רקע אחרון)\n\nwhen flag clicked\nswitch backdrop to (6 v)\n\nwhen I receive [סגור חנות v]\nset [החנות פתוחה v] to [0]\n\nwhen flag clicked\nhide variable [עצירה v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide variable [שלב v]\n\nwhen I receive [קוד v]\nask [Code?] and wait\n\nwhen flag clicked\nforever\n hide variable [☁ p1 v]\n hide variable [☁ p2 v]\n hide variable [☁ p3 v]\n hide variable [☁ p4 v]\nend\n\nwhen flag clicked\nforever\n if <(username) = [svleopard]> then\n set [כסף v] to [100]\n end\nend\n\n@cube\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (70) %\nif <(מספר תלבושת) = [1]> then\n switch costume to (10 v)\nend\nif <(מספר תלבושת) = [2]> then\n switch costume to (11 v)\nend\nif <(מספר תלבושת) = [3]> then\n switch costume to (12 v)\nend\nif <(מספר תלבושת) = [4]> then\n switch costume to (13 v)\nend\nif <(מספר תלבושת) = [5]> then\n switch costume to (14 v)\nend\nif <(מספר תלבושת) = [6]> then\n switch costume to (15 v)\nend\nif <(מספר תלבושת) = [7]> then\n switch costume to (16 v)\nend\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [צבע קדימה v]\nchange [color v] effect by (10)\n\nwhen I receive [צבע אחורה v]\nchange [color v] effect by (-10)\n\nwhen I receive [התחל v]\nwait (0.1) seconds\nswitch backdrop to (1 v)\nswitch costume to (1 v)\nset [תנועה x v] to [0]\nset [תנועה y v] to [0]\nset [עצור שיכפול v] to [0]\nhide variable [עצור שיכפול v]\nhide variable [תנועה y v]\nhide variable [תנועה x v]\ngo to [front v] layer\nshow\ngo to x: (-225) y: (65)\nglide (0.7) secs to x: (-225) y: (-82)\nsay (translate [Help me get home.] to ((language::translate) v)::translate) for (3) seconds\nforever\n change [תנועה 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 if <(עצירה) = [0]> then\n if <[1] = (מהירות מופעלת)> then\n change [תנועה x v] by (-1.3)\n else\n change [תנועה x v] by (-0.8)\n end\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <(עצירה) = [0]> then\n if <[1] = (מהירות מופעלת)> then\n change [תנועה x v] by (1.3)\n else\n change [תנועה x v] by (0.8)\n end\n end\n end\n set [תנועה x v] to ((תנועה x) * (0.9))\n change x by (תנועה x)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by (-6)\n change x by ((תנועה x) * (-1))\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <((30) + (y position)) < (mouse y)>>> then\n if <(עצירה) = [0]> then\n set [תנועה y v] to [8]\n start sound [Jump v]\n if <(תנועה x) > [0]> then\n set [תנועה x v] to [-8]\n else\n set [תנועה x v] to [8]\n end\n end\n else\n set [תנועה x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (תנועה y)\n if <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>> then\n change y by ((תנועה y) * (-1))\n set [תנועה 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 <<key (space v) pressed?> or <<mouse down?> and <((30) + (y position)) < (mouse y)>>>> and <<touching (level v)?> or <<touching (stair v)?> or <touching (pillar v)?>>>> then\n if <(עצירה) = [0]> then\n set [תנועה y v] to [8]\n start sound [Jump v]\n end\n end\n change y by (0.5)\n if <<touching (thorn v)?> or <<touching (lava v)?> or <touching (obstacles v)?>>> then\n set [עצור שיכפול v] to [1]\n repeat (3)\n hide\n wait (0.09) seconds\n show\n wait (0.09) seconds\n hide\n wait (0.2) seconds\n end\n start sound [Pew v]\n go to x: (-225) y: (-82)\n broadcast (פסילה v)\n if <<(משחק) = [1]> or <(יוצר שלב?) = [0]>> then\n show\n end\n set [עצור שיכפול v] to [0]\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n end\n if <touching (enemies v)?> then\n if <<(y position) < ((20) + ([y position v] of [enemies v]))> and <(רשע נפסל) = [0]>> then\n set [עצור שיכפול v] to [1]\n repeat (3)\n hide\n wait (0.09) seconds\n show\n wait (0.09) seconds\n hide\n wait (0.2) seconds\n end\n start sound [Pew v]\n go to x: (-225) y: (-82)\n broadcast (פסילה v)\n if <<(משחק) = [1]> or <(יוצר שלב?) = [0]>> then\n show\n end\n set [עצור שיכפול v] to [0]\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n end\n end\n if <(משחק ביצירה) = [1]> then\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n show\n go to x: (-225) y: (200)\n set [משחק ביצירה v] to [0]\n end\nend\n\nwhen I receive [התחל v]\nwait (0.5) seconds\nforever\n if <(עצור שיכפול) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [התחל v]\nhide variable [שלב v]\nset [שלב v] to [1]\nforever\n if <<[1] = (דלג)> or <(x position) > [235]>> then\n if <(יוצר שלב?) = [0]> then\n start sound [Wand v]\n go to x: (-225) y: (-79)\n change [שלב v] by (1)\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n broadcast (הסתיים v) and wait\n broadcast (מסר 1 v)\n end\n end\nend\n\nwhen I receive [התחל v]\nforever\n play sound [Valence - Infinite \[NCS Release\] v] until done\n play sound [Disfigure - Blank \[NCS Release\] v] until done\nend\n\nwhen I receive [הסתר הכל v]\nrepeat until <(יוצר שלב?) = [0]>\n if <(משחק) = [0]> then\n hide\n end\nend\n\nwhen I receive [חזרה למשחק v]\nset [תנועה y v] to [0]\nset [תנועה x v] to [0]\ngo to x: (-225) y: (-75)\nshow\n\nwhen I receive [תלבושת נינגה v]\nif <not <(username) = [erezcherizli]>> then\n set [color v] effect to (0)\nend\nswitch costume to (2 v)\n\nwhen flag clicked\nforever\n hide variable [מספר תלבושת v]\n set [מספר תלבושת v] to (costume [number v])\nend\n\nwhen I receive [תלבושת ופל v]\nif <not <(username) = [erezcherizli]>> then\n set [color v] effect to (0)\nend\nswitch costume to (3 v)\n\nwhen I receive [תלבושת ציפס v]\nif <not <<(username) = [erezcherizli]> or <(username) = [yigal14]>>> then\n set [color v] effect to (0)\nend\nswitch costume to (4 v)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> and <(y position) < [-82]>> then\n set y to (-82)\n end\n if <<(backdrop [number v]) = [2]> and <(y position) < [-75]>> then\n if <(יוצר שלב?) = [0]> then\n set y to (-75)\n end\n end\n if <<(backdrop [number v]) = [3]> and <(y position) < [-75]>> then\n if <(יוצר שלב?) = [0]> then\n set y to (-75)\n end\n end\n if <<(backdrop [number v]) = [4]> and <(y position) < [-82]>> then\n set y to (-82)\n end\nend\n\nwhen flag clicked\nforever\n if <<(username) = [yigal14]> or <<(username) = [erezcherizli]> or <(username) = [2191235447]>>> then\n set [כסף v] to [100]\n end\nend\n\nwhen I receive [מהתחלה v]\nif <(יוצר שלב?) = [0]> then\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n go to x: (-211) y: (-79)\nend\n\nwhen I receive [תלבושת מחליף צבע v]\nif <not <(username) = [erezcherizli]>> then\n set [color v] effect to (0)\nend\nswitch costume to (5 v)\n\nwhen flag clicked\nset [צבע v] to [0]\nhide variable [צבע v]\nforever\n if <(costume [number v]) = [5]> then\n set [color v] effect to (צבע)\n change [צבע v] by (1)\n end\nend\n\nwhen I receive [תנמיך v]\nset volume to (0) %\n\nwhen I receive [תגביר v]\nset volume to (100) %\n\nwhen flag clicked\nset volume to (100) %\nhide variable [עוצמת קול v]\nforever\n set [עוצמת קול v] to (volume)\nend\n\nwhen I receive [תלבושת פינגווין v]\nif <not <(username) = [erezcherizli]>> then\n set [color v] effect to (0)\nend\nswitch costume to (6 v)\n\nwhen I receive [מסר 1 v]\nif <(שלב) = [21]> then\n if <(current [hour v]) > [17]> then\n switch backdrop to (3 v)\n else\n switch backdrop to (2 v)\n end\nend\nif <(שלב) = [31]> then\n switch backdrop to (7 v)\nend\nif <(שלב) = [36]> then\n switch backdrop to (8 v)\nend\nif <(שלב) = [40]> then\n switch backdrop to (4 v)\nend\n\nwhen I receive [בחר צבע v]\nshow\n\nwhen I receive [התחל v]\nset [שם משתמש v] to []\nforever\n if <<(y position) < [-100]> and <not <(username) = []>>> then\n if <(יוצר שלב?) = [0]> then\n if <(יוצר שלב?) = [0]> then\n say (translate [There is a bug, the bug was reported to the creator automatically.] to ((language::translate) v)::translate) for (3) seconds\n set [number v] to [1]\n repeat (length of (username))\n set [שם משתמש v] to (join (שם משתמש) (item (item # of (letter (number) of (username)) in [תרגום v]) of [שפה לתרגום v]))\n change [number v] by (1)\n end\n set [תקלה v] to (item (item # of [1] in [תרגום v]) of [שפה לתרגום v])\n set [☁ bugs v] to (join (☁ bugs) (join (תקלה) (שם משתמש)))\n set y to (-70)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nif <not <(username) = [yigal14]>> then\n hide variable [☁ bugs v]\nend\nhide variable [תקלות v]\nhide variable [number1 v]\nhide variable [אות v]\nset [תקלות v] to []\nset [number1 v] to [1]\nrepeat ((length of (☁ bugs)) / (8))\n set [אות v] to []\n repeat (8)\n set [אות v] to (join (אות) (letter (number1) of (☁ bugs)))\n change [number1 v] by (1)\n end\n set [אות v] to (item (item # of (אות) in [שפה לתרגום v]) of [תרגום v])\n set [תקלות v] to (join (תקלות) (אות))\nend\n\nwhen flag clicked\nforever\n if <(username) = [yigal14]> then\n wait until <key (4 v) pressed?>\n set [☁ bugs v] to []\n wait until <not <key (4 v) pressed?>>\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nif <(username) = [yigal14]> then\n show variable [תקלות v]\n wait ((length of (תקלות)) / (2.5)) seconds\n hide variable [תקלות v]\nend\n\nwhen I receive [תלבושת שוקולד v]\nswitch costume to (7 v)\n\nwhen I receive [תלבושת גלידה v]\nswitch costume to (8 v)\n\nwhen I receive [תלבושת גלידה v]\nif <not <(username) = [erezcherizli]>> then\n set [color v] effect to (0)\nend\nswitch costume to (8 v)\n\nwhen I receive [תלבושת שוקולד v]\nif <not <(username) = [erezcherizli]>> then\n set [color v] effect to (0)\nend\nswitch costume to (7 v)\n\nwhen flag clicked\nset [נוגע במישהו v] to [0]\nforever\n if <touching (cube2 v)?> then\n set [נוגע במישהו v] to [1]\n else\n set [נוגע במישהו v] to [0]\n end\nend\n\nwhen I receive [אונליין v]\nforever\n if <not <(שלב) = [50]>> then\n if <<<(מחובר שלי) = (letter (13) of (☁ P1))> and <not <(מחובר שלי) = [1]>>> and <(letter (12) of (☁ P1)) = [1]>> then\n go to x: (-225) y: (-82)\n set [עצור שיכפול v] to [0]\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n end\n if <<<(מחובר שלי) = (letter (13) of (☁ P2))> and <not <(מחובר שלי) = [2]>>> and <(letter (12) of (☁ P2)) = [1]>> then\n go to x: (-225) y: (-82)\n broadcast (פסילה v)\n set [עצור שיכפול v] to [0]\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n end\n if <<<(מחובר שלי) = (letter (13) of (☁ P3))> and <not <(מחובר שלי) = [3]>>> and <(letter (12) of (☁ P3)) = [1]>> then\n go to x: (-225) y: (-82)\n set [עצור שיכפול v] to [0]\n set [תנועה x v] to [0]\n set [תנועה y v] to [0]\n end\n end\nend\n\nwhen I receive [תלבושת מתנה v]\nswitch costume to (9 v)\n\n@Description\n\nwhen flag clicked\nswitch costume to (1 v)\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (6.5) seconds\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\nbroadcast (ינטרו v)\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.02)\nshow list [שמירת קוד v]\nset [brightness v] effect to (100)\nshow\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen [timer v] > (0.02)\nforever\n switch costume to (2 v)\n go to [front v] layer\n go to x: ((0) + ((mouse x) / (10))) y: ((0) + ((mouse y) / (10)))\nend\n\n@obstacles\n\nwhen I receive [מסר 1 v]\nif <(יוצר שלב?) = [0]> then\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [התחל v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen flag clicked\nhide variable [מחשול אחרון v]\nforever\n if <(יוצר שלב?) = [0]> then\n set [מחשול אחרון v] to (costume [name v])\n end\nend\n\nwhen I receive [חזרה למשחק v]\nswitch costume to (מחשול אחרון)\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen I receive [בחר צבע v]\nset [color v] effect to (0)\n\nwhen I receive [שמירה קובייה v]\nwait (0.1) seconds\nswitch costume to ([costume # v] of [level v])\nset [שלב v] to (costume [number v])\n\n@level\n\nwhen I receive [מסר 1 v]\nif <(יוצר שלב?) = [0]> then\n next costume\nend\n\nwhen I receive [התחל v]\ngo to x: (0) y: (0)\nswitch costume to (00 v)\nshow\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [הסתר הכל v]\nswitch costume to (00 v)\n\nwhen flag clicked\nhide variable [שלב אחרון v]\nforever\n if <(יוצר שלב?) = [0]> then\n set [שלב אחרון v] to (costume [name v])\n end\nend\n\nwhen I receive [חזרה למשחק v]\nswitch costume to (שלב אחרון)\n\nwhen I receive [בחר צבע v]\nset [color v] effect to (0)\n\nwhen I receive [שמירה קובייה v]\nswitch costume to (שמירה)\n\n@Particles\n\nwhen I start as a clone\nshow\ngo to (cube v)\npoint in direction (pick random (-180) to (180))\nrepeat until <<(distance to [cube v]) > [30]> or <touching (_edge_ v)?>>\n set [color v] effect to (0)\n move (-3) steps\n set [ghost v] effect to ((15) + (distance to [cube v]))\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [הסתר הכל v]\nset [הסתר הכל v] to [0]\nhide\nforever\n set [color v] effect to (0)\nend\n\nwhen I receive [התחל v]\nforever\n hide\n if <(הסתר הכל) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@Switch forward\n\nwhen flag clicked\nset size to (80) %\ngo to x: (50) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\nend\n\nwhen I receive [התחל v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [בחר צבע v]\nforever\n if <<<(backdrop [number v]) = [5]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <([costume # v] of [דמות12 v]) = [1]>> then\n broadcast (צבע קדימה v)\n start sound [פופ v]\n wait (0.2) seconds\n end\nend\n\nwhen I receive [בחר צבע v]\nshow\n\n@Switch back\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-50) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\nend\n\nwhen flag clicked\nforever\n if <<<(backdrop [number v]) = [5]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <([costume # v] of [דמות12 v]) = [1]>> then\n broadcast (צבע אחורה v)\n start sound [פופ v]\n wait (0.2) seconds\n end\nend\n\nwhen I receive [התחל v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [בחר צבע v]\nshow\n\n@OK\n\nwhen I receive [בחר צבע v]\nswitch backdrop to (5 v)\nset size to (100) %\nshow\ngo to x: (0) y: (-120)\nwait until <<<mouse down?> and <touching (mouse-pointer v)?>> and <([costume # v] of [דמות12 v]) = [1]>>\nstart sound [Pop v]\nhide\nbroadcast (התחל v)\nswitch backdrop to (1 v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [בחר צבע v]\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 flag clicked\nhide\n\n@Light\n\nwhen flag clicked\nforever\n go to (cube v)\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (0)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [התחל v]\nshow\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(הסתר הכל) = [1]> then\n hide\n end\nend\n\nwhen I receive [התחל v]\nforever\n if <(משחק) = [1]> then\n show\n end\nend\n\n@skip\n\nwhen flag clicked\nhide variable [פסילות בכל שלב v]\nhide variable [דלג v]\nset [דלג v] to [0]\nset [פסילות בכל שלב v] to [0]\nhide\n\nwhen I receive [התחל v]\ngo to x: (-193) y: (-164)\ngo to [front v] layer\nforever\n if <(יוצר שלב?) = [0]> then\n if <(פסילות בכל שלב) > [2]> then\n if <(עצור שיכפול) = [0]> then\n go to [front v] layer\n show\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (s v) pressed?>> then\n set [עצירה v] to [1]\n set [דלג v] to [1]\n broadcast (דלג v)\n wait until <not <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (s v) pressed?>>>\n set [עצירה v] to [0]\n end\n end\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n end\nend\n\nwhen I receive [הסתיים v]\nset [דלג v] to [0]\n\nwhen I receive [הסתר הכל v]\nwait (0.02) seconds\nhide\n\nwhen I receive [מסר 1 v]\nset [פסילות בכל שלב v] to [0]\n\nwhen I receive [פסילה v]\nif <(יוצר שלב?) = [0]> then\n change [פסילות בכל שלב v] by (1)\nend\n\n@make level\n\nwhen flag clicked\nhide\n\nwhen I receive [התחל v]\ngo to [front v] layer\ngo to x: (185) y: (-161)\nshow\n\nwhen I receive [חזרה למשחק v]\ngo to [front v] layer\ngo to x: (185) y: (-161)\nshow\n\nwhen I receive [התחל v]\nset [יוצר שלב? v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n go to [front v] layer\n else\n go to [front v] layer\n set size to (90) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (הסתר הכל v)\n set [הסתר הכל v] to [1]\n set [יוצר שלב? v] to [1]\n hide\n end\nend\n\n@Icon lava\n\nwhen flag clicked\nhide\n\nwhen I receive [הסתר הכל v]\ngo to x: (200) y: (-16)\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(משחק) = [0]>> then\n if <not <(x position) = [254]>> then\n set [בחרו אפשרות v] to [1]\n broadcast (לבה v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\n\nwhen I receive [גלוש v]\nglide (0.4) secs to x: (254) y: (-16)\nhide\n\nwhen I receive [גלוש חזרה v]\nshow\nglide (0.4) secs to x: (200) y: (-16)\n\nwhen I receive [הסתר הכל v]\nrepeat until <(יוצר שלב?) = [0]>\n if <(משחק) = [1]> then\n hide\n else\n if <not <(x position) = [254]>> then\n show\n end\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@Icon thorn\n\nwhen flag clicked\nhide\n\nwhen I receive [הסתר הכל v]\ngo to x: (200) y: (93)\nshow\n\nwhen I receive [גלוש v]\nglide (0.4) secs to x: (254) y: (93)\nhide\n\nwhen I receive [גלוש חזרה v]\nshow\nglide (0.4) secs to x: (200) y: (96)\n\nwhen I receive [הסתר הכל v]\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(משחק) = [0]>> then\n if <not <(x position) = [254]>> then\n set [בחרו אפשרות v] to [1]\n broadcast (קוץ v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\n\nwhen I receive [הסתר הכל v]\nrepeat until <(יוצר שלב?) = [0]>\n if <(משחק) = [1]> then\n hide\n else\n if <not <(x position) = [254]>> then\n show\n end\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@Icon Stair\n\nwhen flag clicked\nhide\n\nwhen I receive [הסתר הכל v]\ngo to x: (200) y: (37)\nshow\n\nwhen I receive [גלוש חזרה v]\nshow\nglide (0.4) secs to x: (200) y: (37)\n\nwhen I receive [גלוש v]\nglide (0.4) secs to x: (254) y: (37)\nhide\n\nwhen I receive [הסתר הכל v]\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(משחק) = [0]>> then\n if <not <(x position) = [254]>> then\n set [בחרו אפשרות v] to [1]\n broadcast (מדרגה v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\n\nwhen I receive [הסתר הכל v]\nrepeat until <(יוצר שלב?) = [0]>\n if <(משחק) = [1]> then\n hide\n else\n if <not <(x position) = [254]>> then\n show\n end\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@Icon Pillar\n\nwhen flag clicked\nhide\n\nwhen I receive [הסתר הכל v]\ngo to x: (200) y: (145)\nshow\n\nwhen I receive [גלוש v]\nglide (0.4) secs to x: (254) y: (145)\nhide\n\nwhen I receive [גלוש חזרה v]\nshow\nglide (0.4) secs to x: (200) y: (145)\n\nwhen I receive [הסתר הכל v]\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(משחק) = [0]>> then\n if <not <(x position) = [254]>> then\n set [בחרו אפשרות v] to [1]\n broadcast (עמוד v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nend\n\nwhen I receive [הסתר הכל v]\nrepeat until <(יוצר שלב?) = [0]>\n if <(משחק) = [1]> then\n hide\n else\n if <not <(x position) = [254]>> then\n show\n end\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@Toolbar\n\nwhen flag clicked\nhide variable [פתוח v]\nset [בחרו אפשרות v] to [0]\nhide\ngo to [back v] layer\n\nwhen I receive [הסתר הכל v]\nswitch costume to (תלבושת1 v)\ngo to x: (34) y: (0)\nshow\nrepeat until <not <(יוצר שלב?) = [1]>>\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(משחק) = [0]>> then\n if <(costume [number v]) = [1]> then\n broadcast (גלוש v)\n glide (0.5) secs to x: (112) y: (0)\n switch costume to (תלבושת2 v)\n else\n broadcast (גלוש חזרה v)\n glide (0.3) secs to x: (34) y: (0)\n switch costume to (תלבושת1 v)\n end\n end\nend\n\nwhen I receive [הסתר הכל v]\nforever\n if <(costume [number v]) = [1]> then\n set [פתוח v] to [1]\n else\n set [פתוח v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(משחק) = [1]> then\n hide\n else\n if <(יוצר שלב?) = [1]> then\n show\n end\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@lava\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [לבה v]\ngo to [front v] layer\nwait (0.2) seconds\nset [בחרו אפשרות v] to [0]\nrepeat until <(בחרו אפשרות) = [1]>\n show\n set [ghost v] effect to (60)\n go to (mouse-pointer v)\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(פתוח) = [0]>> and <not <touching (toolbar v)?>>> then\n create clone of (_myself_ v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat until <(יוצר שלב?) = [0]>\n if <<touching (bin v)?> and <mouse down?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <(יוצר שלב?) = [0]>\nhide\n\n@thorn\n\nwhen flag clicked\nhide\n\nwhen I receive [קוץ v]\ngo to [front v] layer\nwait (0.2) seconds\nset [בחרו אפשרות v] to [0]\nrepeat until <(בחרו אפשרות) = [1]>\n show\n set [ghost v] effect to (60)\n go to (mouse-pointer v)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(פתוח) = [0]> and <not <touching (toolbar v)?>>>> then\n create clone of (_myself_ v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat until <(יוצר שלב?) = [0]>\n if <<touching (bin v)?> and <mouse down?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <(יוצר שלב?) = [0]>\nhide\n\n@stair\n\nwhen flag clicked\nhide\n\nwhen I receive [מדרגה v]\ngo to [front v] layer\nwait (0.2) seconds\nset [בחרו אפשרות v] to [0]\nrepeat until <(בחרו אפשרות) = [1]>\n show\n set [ghost v] effect to (60)\n go to (mouse-pointer v)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(פתוח) = [0]> and <not <touching (toolbar v)?>>>> then\n create clone of (_myself_ v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat until <(יוצר שלב?) = [0]>\n if <<touching (bin v)?> and <mouse down?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <(יוצר שלב?) = [0]>\nhide\n\n@pillar\n\nwhen flag clicked\nhide\n\nwhen I receive [עמוד v]\ngo to [front v] layer\nwait (0.2) seconds\nset [בחרו אפשרות v] to [0]\nrepeat until <(בחרו אפשרות) = [1]>\n show\n set [ghost v] effect to (60)\n go to (mouse-pointer v)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(פתוח) = [0]> and <not <touching (toolbar v)?>>>> then\n create clone of (_myself_ v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat until <(יוצר שלב?) = [0]>\n show\n if <<touching (bin v)?> and <mouse down?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <(יוצר שלב?) = [0]>\nhide\n\n@images\n\nwhen I receive [הסתר הכל v]\ngo to x: (130) y: (150)\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(משחק) = [0]>> then\n set [בחרו אפשרות v] to [1]\n broadcast (למחוק v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\nwhen flag clicked\nhide\nset [יוצר שלב? v] to [0]\nforever\n if <(משחק) = [1]> then\n hide\n else\n if <(יוצר שלב?) = [1]> then\n show\n end\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@bin\n\nwhen I receive [למחוק v]\ngo to [front v] layer\nwait (0.2) seconds\nset [בחרו אפשרות v] to [0]\nrepeat until <(בחרו אפשרות) = [1]>\n show\n set [ghost v] effect to (60)\n go to (mouse-pointer v)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <touching (toolbar v)?>>> then\n set [ghost v] effect to (0)\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@דמות13\n\nwhen flag clicked\nset [משחק v] to [0]\nset [משחק ביצירה v] to [0]\nhide variable [יוצר שלב? v]\nhide variable [משחק ביצירה v]\nhide variable [משחק v]\nhide\n\nwhen I receive [הסתר הכל v]\nset [משחק v] to [0]\nset [משחק ביצירה v] to [0]\ngo to x: (-192) y: (152)\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(משחק ביצירה) = [0]> then\n set [הסתר הכל v] to [0]\n set [בחרו אפשרות v] to [1]\n set [משחק ביצירה v] to [1]\n set [משחק v] to [1]\n hide\n wait until <(משחק) = [0]>\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (70) %\n end\nend\n\nwhen I receive [חזרה למשחק v]\nhide\n\n@דמות1\n\nwhen flag clicked\nwait (0.1) seconds\nhide\n\nwhen flag clicked\nforever\n if <(משחק) = [1]> then\n go to x: (-88) y: (151)\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.3) seconds\n set [משחק v] to [0]\n set [הסתר הכל v] to [1]\n hide\n end\n end\nend\n\n@Confetti3\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (299))\npoint in direction (pick random (0) to (70))\nwait (pick random (0.1) to (0.4)) seconds\nrepeat until <[-178] > (y position)>\n change y by (pick random (-5) to (-3))\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(שלב) = [50]> then\n go to x: (-999) y: (-999)\n repeat (5)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n wait (4.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(שלב) = [46]> then\n wait until <not <(שלב) = [46]>>\n repeat (10)\n hide\n end\nend\n\n@דמות2\n\nwhen flag clicked\nwait (0.1) seconds\nhide\n\nwhen I receive [הסתר הכל v]\ngo to x: (-99) y: (151)\nshow\nrepeat until <(יוצר שלב?) = [0]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(משחק) = [0]> then\n set [בחרו אפשרות v] to [1]\n set [הסתר הכל v] to [0]\n set [יוצר שלב? v] to [0]\n broadcast (חזרה למשחק v)\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(משחק) = [1]> then\n hide\n else\n if <(יוצר שלב?) = [1]> then\n show\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\nend\n\n@Coin\n\nwhen flag clicked\nset [יוצר שלב? v] to [0]\nset [הסתר1 v] to [0]\nhide variable [הסתר1 v]\nhide\n\ndefine אם שלב (מספר) (x) (y)\nif <(שלב) = (מספר)> then\n show\n go to x: (x) y: (y)\n set [x v] to [0]\n repeat until <[35] > (distance to [cube v])>\n if <(שלב) = (מספר)> then\n repeat (10)\n change y by (1)\n wait (0.01) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [מסר 1 v]\nhide\nset [הסתר1 v] to [0]\nאם שלב [2] [-68] [-13]\nאם שלב [3] [-16] [44]\nאם שלב [4] [31] [84]\nאם שלב [5] [0] [-22]\nאם שלב [6] [154] [130]\nאם שלב [7] [-14] [163]\nאם שלב [8] [63] [36]\nאם שלב [9] [83] [62]\nאם שלב [10] [30] [92]\nאם שלב [11] [133] [72]\nאם שלב [12] [185] [56]\nאם שלב [13] [52] [-82]\nאם שלב [14] [-62] [75]\nאם שלב [15] [-18] [21]\nאם שלב [16] [8] [72]\nאם שלב [17] [92] [134]\nאם שלב [18] [15] [147]\nאם שלב [19] [-90] [85]\nאם שלב [20] [-96] [62]\nאם שלב [21] [0] [94]\nאם שלב [22] [-37] [-74]\nאם שלב [23] [-28] [-18]\nאם שלב [24] [-72] [111]\nאם שלב [25] [18] [-31]\nאם שלב [26] [222] [100]\nאם שלב [27] [-43] [-77]\nאם שלב [28] [37] [-27]\nאם שלב [29] [108] [104]\nאם שלב [30] [85] [66]\nאם שלב [31] [-10] [-47]\nאם שלב [32] [161] [27]\nאם שלב [33] [32] [34]\nאם שלב [34] [150] [109]\nאם שלב [35] [128] [95]\nאם שלב [36] [-48] [65]\nאם שלב [37] [91] [59]\nאם שלב [38] [-134] [-3]\nאם שלב [39] [70] [52]\nאם שלב [40] [-25] [-46]\nאם שלב [41] [-115] [-82]\nאם שלב [42] [-113] [-80]\nאם שלב [43] [-53] [-78]\nאם שלב [44] [-26] [57]\nאם שלב [45] [178] [53]\nאם שלב [46] [30] [55]\nאם שלב [47] [154] [130]\nאם שלב [48] [-130] [0]\nאם שלב [49] [106] [75]\n\nwhen I receive [התחל v]\nset [הסתר1 v] to [0]\nwait until <<([x position v] of [cube v]) = [-225]> and <([y position v] of [cube v]) = [-82]>>\nאם שלב [1] [-8] [-21]\n\nwhen I receive [דלג v]\nhide\nset [הסתר1 v] to [0]\nאם שלב [2] [-68] [-13]\nאם שלב [3] [-16] [44]\nאם שלב [4] [31] [84]\nאם שלב [5] [0] [-22]\nאם שלב [6] [154] [130]\nאם שלב [7] [-14] [163]\nאם שלב [8] [63] [36]\nאם שלב [9] [83] [62]\nאם שלב [10] [30] [92]\nאם שלב [11] [133] [72]\nאם שלב [12] [185] [56]\nאם שלב [13] [52] [-82]\nאם שלב [14] [-62] [75]\nאם שלב [15] [-18] [21]\nאם שלב [16] [8] [72]\nאם שלב [17] [92] [134]\nאם שלב [18] [15] [147]\nאם שלב [19] [-90] [85]\nאם שלב [20] [-96] [62]\nאם שלב [21] [0] [94]\nאם שלב [22] [-37] [-74]\nאם שלב [23] [-28] [-18]\nאם שלב [24] [-72] [111]\nאם שלב [25] [18] [-31]\nאם שלב [26] [222] [100]\nאם שלב [27] [-43] [-77]\nאם שלב [28] [37] [-27]\nאם שלב [29] [108] [104]\nאם שלב [30] [85] [66]\nאם שלב [31] [-10] [-47]\nאם שלב [32] [161] [27]\nאם שלב [33] [32] [34]\nאם שלב [34] [150] [109]\nאם שלב [35] [128] [95]\nאם שלב [36] [-48] [65]\nאם שלב [37] [91] [59]\nאם שלב [38] [-134] [-3]\nאם שלב [39] [70] [52]\nאם שלב [40] [-25] [-46]\nאם שלב [41] [-115] [-82]\nאם שלב [42] [-113] [-80]\nאם שלב [43] [-53] [-78]\nאם שלב [44] [-26] [57]\nאם שלב [45] [178] [53]\nאם שלב [46] [30] [55]\nאם שלב [47] [154] [130]\nאם שלב [48] [-130] [0]\nאם שלב [49] [106] [75]\n\nwhen I receive [התחל v]\nwait (1) seconds\nforever\n if <[35] > (distance to [cube v])> then\n if <<(הסתר1) = [0]> and <(יוצר שלב?) = [0]>> then\n start sound [Coin v]\n hide\n set [הסתר1 v] to [1]\n change [כסף v] by (1)\n wait until <not <[30] > (distance to [cube v])>>\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(יוצר שלב?) = [1]> then\n hide\n end\nend\n\nwhen I receive [תנמיך v]\nset volume to (0) %\n\nwhen I receive [תגביר v]\nset volume to (100) %\n\nwhen I receive [שמירה קובייה v]\nwait (0.5) seconds\nhide\nset [הסתר1 v] to [0]\nאם שלב [1] [-8] [-21]\nאם שלב [2] [-68] [-13]\nאם שלב [3] [-16] [44]\nאם שלב [4] [31] [84]\nאם שלב [5] [0] [-22]\nאם שלב [6] [154] [130]\nאם שלב [7] [-14] [163]\nאם שלב [8] [63] [36]\nאם שלב [9] [83] [62]\nאם שלב [10] [30] [92]\nאם שלב [11] [133] [72]\nאם שלב [12] [185] [56]\nאם שלב [13] [52] [-82]\nאם שלב [14] [-62] [75]\nאם שלב [15] [-18] [21]\nאם שלב [16] [8] [72]\nאם שלב [17] [92] [134]\nאם שלב [18] [15] [147]\nאם שלב [19] [-90] [85]\nאם שלב [20] [-96] [62]\nאם שלב [21] [0] [94]\nאם שלב [22] [-37] [-74]\nאם שלב [23] [-28] [-18]\nאם שלב [24] [-72] [111]\nאם שלב [25] [18] [-31]\nאם שלב [26] [222] [100]\nאם שלב [27] [-43] [-77]\nאם שלב [28] [37] [-27]\nאם שלב [29] [108] [104]\nאם שלב [30] [85] [66]\nאם שלב [31] [-10] [-47]\nאם שלב [32] [161] [27]\nאם שלב [33] [32] [34]\nאם שלב [34] [150] [109]\nאם שלב [35] [128] [95]\nאם שלב [36] [-48] [65]\nאם שלב [37] [91] [59]\nאם שלב [38] [-134] [-3]\nאם שלב [39] [70] [52]\nאם שלב [40] [-25] [-46]\nאם שלב [41] [-115] [-82]\nאם שלב [42] [-113] [-80]\nאם שלב [43] [-53] [-78]\nאם שלב [44] [-26] [57]\nאם שלב [45] [178] [53]\nאם שלב [46] [30] [55]\nאם שלב [47] [154] [130]\nאם שלב [48] [-130] [0]\nאם שלב [49] [106] [75]\n\n@Coin2\n\nwhen flag clicked\nhide variable [הסתר2 v]\nhide\n\ndefine אם שלב (מספר) (x) (y)\nwait (0.02) seconds\nif <(שלב) = (מספר)> then\n if <(עצור לבדוק) = [0]> then\n show\n go to x: (x) y: (y)\n set [עצור לבדוק v] to [1]\n repeat until <[35] > (distance to [cube v])>\n if <(שלב) = (מספר)> then\n repeat (10)\n change y by (1)\n wait (0.01) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.01) seconds\n end\n end\n end\n stop [this script v]\n end\nend\n\nwhen I receive [מסר 1 v]\nhide\nset [עצור לבדוק v] to [0]\nset [הסתר2 v] to [0]\nאם שלב [4] [155] [119]\nאם שלב [9] [131] [138]\nאם שלב [11] [227] [58]\nאם שלב [13] [209] [-33]\nאם שלב [15] [15] [21]\nאם שלב [16] [108] [72]\nאם שלב [18] [216] [71]\nאם שלב [24] [170] [18]\nאם שלב [26] [194] [79]\nאם שלב [27] [137] [-68]\nאם שלב [30] [8] [41]\nאם שלב [32] [106] [38]\nאם שלב [33] [73] [34]\nאם שלב [34] [-9] [109]\nאם שלב [36] [12] [65]\nאם שלב [38] [-30] [60]\nאם שלב [39] [-80] [52]\nאם שלב [42] [62] [-80]\nאם שלב [44] [95] [74]\nאם שלב [48] [30] [98]\nאם שלב [49] [191] [111]\nif <(עצור לבדוק) = [0]> then\n set [הסתר2 v] to [1]\nend\n\nwhen I receive [דלג v]\nhide\nset [עצור לבדוק v] to [0]\nset [הסתר2 v] to [0]\nאם שלב [4] [155] [119]\nאם שלב [9] [181] [138]\nאם שלב [11] [227] [58]\nאם שלב [13] [209] [-33]\nאם שלב [15] [15] [21]\nאם שלב [16] [108] [72]\nאם שלב [18] [216] [71]\nאם שלב [24] [170] [18]\nאם שלב [26] [194] [79]\nאם שלב [27] [137] [-68]\nאם שלב [30] [8] [41]\nאם שלב [32] [106] [38]\nאם שלב [33] [73] [34]\nאם שלב [34] [-9] [109]\nאם שלב [36] [12] [65]\nאם שלב [38] [-30] [60]\nאם שלב [39] [-80] [52]\nאם שלב [42] [62] [-80]\nאם שלב [44] [95] [74]\nאם שלב [48] [30] [98]\nאם שלב [49] [191] [111]\nif <(עצור לבדוק) = [0]> then\n set [הסתר2 v] to [1]\nend\n\nwhen I receive [מסר 1 v]\nhide\n\nwhen I receive [דלג v]\nhide\n\nwhen I receive [התחל v]\nforever\n if <[35] > (distance to [cube v])> then\n if <<(הסתר2) = [0]> and <(יוצר שלב?) = [0]>> then\n start sound [Coin v]\n hide\n set [הסתר2 v] to [1]\n change [כסף v] by (1)\n wait until <not <[30] > (distance to [cube v])>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(יוצר שלב?) = [1]> then\n hide\n end\nend\n\nwhen I receive [תנמיך v]\nset volume to (0) %\n\nwhen I receive [תגביר v]\nset volume to (100) %\n\nwhen I receive [שמירה קובייה v]\nwait (0.4) seconds\nhide\nset [עצור לבדוק v] to [0]\nset [הסתר2 v] to [0]\nאם שלב [4] [155] [119]\nאם שלב [9] [181] [138]\nאם שלב [11] [227] [58]\nאם שלב [13] [209] [-33]\nאם שלב [15] [15] [21]\nאם שלב [16] [108] [72]\nאם שלב [18] [216] [71]\nאם שלב [24] [170] [18]\nאם שלב [26] [194] [79]\nאם שלב [27] [137] [-68]\nאם שלב [30] [8] [41]\nאם שלב [32] [106] [38]\nאם שלב [33] [73] [34]\nאם שלב [34] [-9] [109]\nאם שלב [36] [12] [65]\nאם שלב [38] [-30] [60]\nאם שלב [39] [-80] [52]\nאם שלב [42] [62] [-80]\nאם שלב [44] [95] [74]\nאם שלב [48] [30] [98]\nאם שלב [49] [191] [111]\nif <(עצור לבדוק) = [0]> then\n set [הסתר2 v] to [1]\nend\n\n@store\n\nwhen flag clicked\nhide\nhide variable [החנות פתוחה v]\nset [כסף v] to [0]\nswitch costume to (תלבושת1 v)\ngo to x: (-202) y: (156)\nset [החנות פתוחה v] to [0]\n\nwhen I receive [התחל v]\nshow\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(יוצר שלב?) = [0]>> then\n if <(החנות פתוחה) = [0]> then\n set [עצירה v] to [1]\n start sound [פופ v]\n set [החנות פתוחה v] to [1]\n broadcast (החנות נפתחה v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [עצירה v] to [0]\n else\n set [עצירה v] to [1]\n start sound [פופ v]\n set [החנות פתוחה v] to [0]\n broadcast (סגור חנות v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [עצירה v] to [0]\n end\n end\nend\n\nsay (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n\nwhen flag clicked\nhide variable [כסף v]\nhide variable [רכשתי ופל v]\nhide variable [רכשתי נינגה v]\nhide variable [רכשתי ציפס v]\nset [רכשתי ופל v] to [0]\nset [רכשתי נינגה v] to [0]\nset [רכשתי ציפס v] to [0]\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (תלבושת2 v)\n else\n switch costume to (תלבושת1 v)\n end\nend\n\n@Confetti2\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (299))\npoint in direction (pick random (0) to (-70))\nwait (pick random (0.1) to (0.4)) seconds\nrepeat until <[-178] > (y position)>\n change y by (pick random (-5) to (-3))\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(שלב) = [50]> then\n go to x: (999) y: (-999)\n repeat (5)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n wait (4.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(שלב) = [50]> then\n wait until <not <(שלב) = [50]>>\n repeat (10)\n hide\n end\nend\n\n@retry\n\nwhen flag clicked\nhide\n\nwhen I receive [התחל v]\ngo to x: (-193) y: (-131)\nshow\nforever\n if <<<<mouse down?> and <touching (mouse-pointer v)?>> or <key (r v) pressed?>> and <<(יוצר שלב?) = [0]> and <(עצור שיכפול) = [0]>>> then\n set [עצירה v] to [1]\n broadcast (מהתחלה v)\n wait until <not <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (r v) pressed?>>>\n set [עצירה v] to [0]\n end\nend\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen flag clicked\nforever\n if <(שלב) = [50]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n go to [front v] layer\n else\n set size to (100) %\n go to [front v] layer\n end\nend\n\n@torch\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n go to [back v] layer\n switch costume to (1 v)\n wait (0.06) seconds\n switch costume to (2 v)\n wait (0.06) seconds\n switch costume to (3 v)\n wait (0.06) seconds\n switch costume to (4 v)\n wait (0.06) seconds\n switch costume to (5 v)\n wait (0.06) seconds\n switch costume to (6 v)\n wait (0.06) seconds\n switch costume to (7 v)\n wait (0.06) seconds\n switch costume to (8 v)\n wait (0.06) seconds\n switch costume to (9 v)\n wait (0.06) seconds\n switch costume to (10 v)\n wait (0.06) seconds\n switch costume to (11 v)\n wait (0.06) seconds\n switch costume to (12 v)\n wait (0.06) seconds\n switch costume to (13 v)\n wait (0.06) seconds\n switch costume to (14 v)\n wait (0.06) seconds\n switch costume to (13 v)\n wait (0.06) seconds\n switch costume to (12 v)\n wait (0.06) seconds\n switch costume to (11 v)\n wait (0.06) seconds\n switch costume to (10 v)\n wait (0.06) seconds\n switch costume to (9 v)\n wait (0.06) seconds\n switch costume to (8 v)\n wait (0.06) seconds\n switch costume to (7 v)\n wait (0.06) seconds\n switch costume to (6 v)\n wait (0.06) seconds\n switch costume to (5 v)\n wait (0.06) seconds\n switch costume to (4 v)\n wait (0.06) seconds\n switch costume to (3 v)\n wait (0.06) seconds\n switch costume to (2 v)\n wait (0.06) seconds\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [התחל v]\ngo to x: (160) y: (117)\ncreate clone of (_myself_ v)\ngo to x: (-160) y: (117)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n wait until <not <(backdrop [number v]) = [1]>>\n hide\nend\n\nwhen I start as a clone\nforever\n wait until <(יוצר שלב?) = [1]>\n hide\n wait until <(יוצר שלב?) = [0]>\n if <(backdrop [number v]) = [1]> then\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [התחל v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (245) y: (-130)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (55) %\n else\n go to [front v] layer\n set size to (50) %\n go to [front v] layer\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(עוצמת קול) = [0]> then\n set [עצירה v] to [1]\n switch costume to (costume1 v)\n broadcast (תגביר v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [עצירה v] to [0]\n else\n set [עצירה v] to [1]\n switch costume to (costume2 v)\n broadcast (תנמיך v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [עצירה v] to [0]\n end\n end\nend\n\nwhen I receive [הסתר הכל v]\ngo to x: (245) y: (-130)\nhide\n\nwhen I receive [חזרה למשחק v]\ngo to x: (245) y: (-130)\nshow\n\n@דמות3\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי נינגה v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (37) y: (129)\nif <(רכשתי נינגה) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [1]> or <(רכשתי נינגה) = [1]>> then\n broadcast (תלבושת נינגה v)\n if <(רכשתי נינגה) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-2)\n end\n broadcast (סגור חנות v)\n set [רכשתי נינגה v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות4\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי ופל v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (-47) y: (129)\nif <(רכשתי ופל) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [5]> or <(רכשתי ופל) = [1]>> then\n broadcast (תלבושת ופל v)\n if <(רכשתי ופל) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-6)\n end\n broadcast (סגור חנות v)\n set [רכשתי ופל v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@numbers\n\nwhen flag clicked\nhide variable [השתנות כסף v]\nset [השתנות כסף v] to [0]\nhide variable [מספר אות v]\nhide\n\nwhen I receive [החנות נפתחה v]\nset [השתנות כסף v] to (כסף)\ngo to x: (186) y: (58)\nset [מספר אות v] to [1]\nrepeat (length of (כסף))\n switch costume to (letter (מספר אות) of (כסף))\n create clone of (_myself_ v)\n move (17) steps\n change [מספר אות v] by (1)\nend\nrepeat until <(החנות פתוחה) = [0]>\n if <not <(השתנות כסף) = (כסף)>> then\n wait (0.1) seconds\n go to x: (186) y: (58)\n set [מספר אות v] to [1]\n set [השתנות כסף v] to (כסף)\n repeat (length of (כסף))\n switch costume to (letter (מספר אות) of (כסף))\n create clone of (_myself_ v)\n move (15) steps\n change [מספר אות v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait until <<<not <(השתנות כסף) = (כסף)>> or <(החנות פתוחה) = [0]>> or <(יוצר שלב?) = [1]>>\ndelete this clone\n\n@דמות5\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי ציפס v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (-131) y: (129)\nif <(רכשתי ציפס) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n if <<(כסף) > [10]> or <(רכשתי ציפס) = [1]>> then\n set [עצירה v] to [1]\n broadcast (תלבושת ציפס v)\n if <(רכשתי ציפס) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-11)\n end\n broadcast (סגור חנות v)\n set [רכשתי ציפס v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות6\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי מחליף צבע v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (-126) y: (-66)\nif <(רכשתי מחליף צבע) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [6]> or <(רכשתי מחליף צבע) = [1]>> then\n broadcast (תלבושת מחליף צבע v)\n if <(רכשתי מחליף צבע) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-7)\n end\n broadcast (סגור חנות v)\n set [רכשתי מחליף צבע v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות7\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\ngo to x: (188) y: (55)\nshow\nwait until <<(יוצר שלב?) = [1]> or <(החנות פתוחה) = [0]>>\nhide\n\n@דמות8\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי פינגווין v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (-36) y: (-69)\nif <(רכשתי פינגווין) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [7]> or <(רכשתי פינגווין) = [1]>> then\n broadcast (תלבושת פינגווין v)\n if <(רכשתי פינגווין) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-8)\n end\n broadcast (סגור חנות v)\n set [רכשתי פינגווין v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות9\n\nwhen flag clicked\nhide\nforever\n if <<([costume # v] of [cube v]) = [6]> and <<(יוצר שלב?) = [0]> or <(משחק) = [1]>>> then\n go to (cube v)\n show\n else\n hide\n end\nend\n\nwhen I receive [התחל v]\nshow\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות10\n\nwhen flag clicked\nhide\nforever\n if <<([costume # v] of [cube v]) = [6]> and <<(יוצר שלב?) = [0]> or <(משחק) = [1]>>> then\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I receive [התחל v]\nshow\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (דמות9 v)\nchange y by (60)\nchange x by (pick random (-25) to (25))\nshow\nrepeat (10)\n change y by (-5)\nend\ndelete this clone\n\n@כוכב ולב\n\nwhen I start as a clone\nhide variable [כיוון v]\nhide variable [תנועה v]\nset [תנועה v] to [0]\nif <(תנועה) = [0]> then\n set [תנועה v] to [25]\nend\nrepeat (50)\n change y by (תנועה)\n change [תנועה v] by (-1)\n turn right (כיוון) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [כיוון v] to (pick random (3) to (15))\ngo to x: (pick random (-250) to (250)) y: (-195)\nset size to (pick random (75) to (115)) %\nswitch costume to (pick random (1) to (8))\ngo [forward v] (50) layers\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-195)\nrepeat (40)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n play sound [Unison-Aperture-NCS-Release v] until done\nend\n\n@cube2\n\nwhen flag clicked\nset [פוסל אותי1 v] to [0]\nset [פוסל אותי2 v] to [0]\nset [שחקנים תפוסים v] to []\nhide variable [שחקנים תפוסים v]\nhide\n\nwhen I start as a clone\nhide\nif <(כפיל שלי) = [1]> then\n if <not <(מחובר שלי) = [1]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P1)) (letter (2) of (☁ P1)))> and <not <(☁ P1) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P1)) (join (letter (4) of (☁ P1)) (join (letter (5) of (☁ P1)) (letter (6) of (☁ P1))))) - (240)) y: ((join (letter (7) of (☁ P1)) (join (letter (8) of (☁ P1)) (join (letter (9) of (☁ P1)) (letter (10) of (☁ P1))))) - (180))\n if <touching (cube v)?> then\n set [פוסל אותי1 v] to [1]\n else\n set [פוסל אותי1 v] to [0]\n end\n switch costume to (letter (11) of (☁ P1))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [2]> then\n if <not <(מחובר שלי) = [2]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P2)) (letter (2) of (☁ P2)))> and <not <(☁ P2) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P2)) (join (letter (4) of (☁ P2)) (join (letter (5) of (☁ P2)) (letter (6) of (☁ P2))))) - (240)) y: ((join (letter (7) of (☁ P2)) (join (letter (8) of (☁ P2)) (join (letter (9) of (☁ P2)) (letter (10) of (☁ P2))))) - (180))\n if <touching (cube v)?> then\n set [פוסל אותי2 v] to [2]\n else\n set [פוסל אותי2 v] to [0]\n end\n switch costume to (letter (11) of (☁ P2))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [3]> then\n if <not <(מחובר שלי) = [3]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P3)) (letter (2) of (☁ P3)))> and <not <(☁ P3) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P3)) (join (letter (4) of (☁ P3)) (join (letter (5) of (☁ P3)) (letter (6) of (☁ P3))))) - (240)) y: ((join (letter (7) of (☁ P3)) (join (letter (8) of (☁ P3)) (join (letter (9) of (☁ P3)) (letter (10) of (☁ P3))))) - (180))\n if <touching (cube v)?> then\n set [פוסל אותי3 v] to [3]\n else\n set [פוסל אותי3 v] to [0]\n end\n switch costume to (letter (11) of (☁ P3))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [4]> then\n if <not <(מחובר שלי) = [4]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P4)) (letter (2) of (☁ P4)))> and <not <(☁ P4) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P4)) (join (letter (4) of (☁ P4)) (join (letter (5) of (☁ P4)) (letter (6) of (☁ P4))))) - (240)) y: ((join (letter (7) of (☁ P4)) (join (letter (8) of (☁ P4)) (join (letter (9) of (☁ P4)) (letter (10) of (☁ P4))))) - (180))\n switch costume to (letter (11) of (☁ P4))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [5]> then\n if <not <(מחובר שלי) = [5]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P5)) (letter (2) of (☁ P5)))> and <not <(☁ P5) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P5)) (join (letter (4) of (☁ P5)) (join (letter (5) of (☁ P5)) (letter (6) of (☁ P5))))) - (240)) y: ((join (letter (7) of (☁ P5)) (join (letter (8) of (☁ P5)) (join (letter (9) of (☁ P5)) (letter (10) of (☁ P5))))) - (180))\n switch costume to (letter (11) of (☁ P5))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [6]> then\n if <not <(מחובר שלי) = [6]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P6)) (letter (2) of (☁ P6)))> and <not <(☁ P6) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P6)) (join (letter (4) of (☁ P6)) (join (letter (5) of (☁ P6)) (letter (6) of (☁ P6))))) - (240)) y: ((join (letter (7) of (☁ P6)) (join (letter (8) of (☁ P6)) (join (letter (9) of (☁ P6)) (letter (10) of (☁ P6))))) - (180))\n switch costume to (letter (11) of (☁ P6))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [7]> then\n if <not <(מחובר שלי) = [7]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P7)) (letter (2) of (☁ P7)))> and <not <(☁ P7) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P7)) (join (letter (4) of (☁ P7)) (join (letter (5) of (☁ P7)) (letter (6) of (☁ P7))))) - (240)) y: ((join (letter (7) of (☁ P7)) (join (letter (8) of (☁ P7)) (join (letter (9) of (☁ P7)) (letter (10) of (☁ P7))))) - (180))\n switch costume to (letter (11) of (☁ P7))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [8]> then\n if <not <(מחובר שלי) = [8]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P8)) (letter (2) of (☁ P8)))> and <not <(☁ P8) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P8)) (join (letter (4) of (☁ P8)) (join (letter (5) of (☁ P8)) (letter (6) of (☁ P8))))) - (240)) y: ((join (letter (7) of (☁ P8)) (join (letter (8) of (☁ P8)) (join (letter (9) of (☁ P8)) (letter (10) of (☁ P8))))) - (180))\n switch costume to (letter (11) of (☁ P8))\n else\n hide\n end\n end\n end\nend\nif <(כפיל שלי) = [9]> then\n if <not <(מחובר שלי) = [9]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P9)) (letter (2) of (☁ P9)))> and <not <(☁ P9) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P9)) (join (letter (4) of (☁ P9)) (join (letter (5) of (☁ P9)) (letter (6) of (☁ P9))))) - (240)) y: ((join (letter (7) of (☁ P9)) (join (letter (8) of (☁ P9)) (join (letter (9) of (☁ P9)) (letter (10) of (☁ P9))))) - (180))\n switch costume to (letter (11) of (☁ P9))\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [אונליין v]\nset [כפיל שלי v] to [0]\nrepeat (9)\n change [כפיל שלי v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [צבע 2 v] to [0]\nforever\n if <(costume [number v]) = [5]> then\n change [צבע 2 v] by (1)\n set [color v] effect to (צבע 2)\n else\n set [color v] effect to (0)\n end\nend\n\nif <(כפיל שלי) = [10]> then\n if <not <(מחובר שלי) = [10]>> then\n forever\n if <<(יוצר שלב?) = [0]> and <<([costume name v] of [level v]) = (join (letter (1) of (☁ P10)) (letter (2) of (☁ P10)))> and <not <(☁ P10) = []>>>> then\n show\n go to x: ((join (letter (3) of (☁ P10)) (join (letter (4) of (☁ P10)) (join (letter (5) of (☁ P10)) (letter (6) of (☁ P10))))) - (240)) y: ((join (letter (7) of (☁ P10)) (join (letter (8) of (☁ P10)) (join (letter (9) of (☁ P10)) (letter (10) of (☁ P10))))) - (180))\n switch costume to (letter (11) of (☁ P10))\n else\n hide\n end\n end\n end\nend\n\n@online\n\nwhen [timer v] > (טיימר)\nif <(מחובר שלי) = [1]> then\n set [☁ p1 v] to []\n set [מחובר שלי v] to []\nelse\n if <(מחובר שלי) = [2]> then\n set [☁ p2 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [3]> then\n set [☁ p3 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [4]> then\n set [☁ p4 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [5]> then\n set [☁ p5 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [6]> then\n set [☁ p6 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [7]> then\n set [☁ p7 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [8]> then\n set [☁ p8 v] to []\n set [מחובר שלי v] to []\n else\n if <(מחובר שלי) = [9]> then\n set [☁ p9 v] to []\n set [מחובר שלי v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide variable [☁ p1 v]\nhide variable [☁ p2 v]\nhide variable [☁ p3 v]\nhide variable [☁ p4 v]\nhide variable [☁ p5 v]\nhide variable [☁ p6 v]\nhide variable [☁ p7 v]\nhide variable [☁ p8 v]\nhide variable [☁ p9 v]\nhide variable [מחובר שלי v]\nset [מחובר שלי v] to []\n\nwhen I receive [התחל v]\ngo to x: (0) y: (200)\ngo to [front v] layer\nswitch costume to (connecting v)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <<(☁ P1) = []> or <<(☁ P2) = []> or <<(☁ P3) = []> or <<(☁ P4) = []> or <<(☁ P5) = []> or <<(☁ P6) = []> or <<(☁ P7) = []> or <<(☁ P8) = []> or <(☁ P9) = []>>>>>>>>> then\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (אונליין v)\n if <[] = (☁ P1)> then\n forever\n set [מחובר שלי v] to [1]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n if <<(נוגע במישהו) = [1]> and <<key (down arrow v) pressed?> or <mouse down?>>> then\n set [פוסל מישהו v] to [1]\n else\n set [פוסל מישהו v] to [0]\n end\n if <(פוסל אותי1) = [1]> then\n set [במי לבחור v] to [1]\n end\n if <(פוסל אותי2) = [2]> then\n set [במי לבחור v] to [2]\n end\n if <(פוסל אותי3) = [3]> then\n set [במי לבחור v] to [3]\n end\n set [☁ p1 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) (join ([costume name v] of [cube v]) (join (פוסל מישהו) (במי לבחור))))\n end\n end\n if <[] = (☁ P2)> then\n forever\n set [מחובר שלי v] to [2]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n if <<(נוגע במישהו) = [1]> and <<key (down arrow v) pressed?> or <mouse down?>>> then\n set [פוסל מישהו v] to [1]\n else\n set [פוסל מישהו v] to [0]\n end\n if <(פוסל אותי1) = [1]> then\n set [במי לבחור v] to [1]\n end\n if <(פוסל אותי2) = [2]> then\n set [במי לבחור v] to [2]\n end\n if <(פוסל אותי3) = [3]> then\n set [במי לבחור v] to [3]\n end\n set [☁ p2 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) (join ([costume name v] of [cube v]) (join (פוסל מישהו) (במי לבחור))))\n end\n end\n if <[] = (☁ P3)> then\n forever\n set [מחובר שלי v] to [3]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n if <<(נוגע במישהו) = [1]> and <<key (down arrow v) pressed?> or <mouse down?>>> then\n set [פוסל מישהו v] to [1]\n else\n set [פוסל מישהו v] to [0]\n end\n if <(פוסל אותי1) = [1]> then\n set [במי לבחור v] to [1]\n end\n if <(פוסל אותי2) = [2]> then\n set [במי לבחור v] to [2]\n end\n if <(פוסל אותי3) = [3]> then\n set [במי לבחור v] to [3]\n end\n set [☁ p3 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) (join ([costume name v] of [cube v]) (join (פוסל מישהו) (במי לבחור))))\n end\n end\n if <[] = (☁ P4)> then\n forever\n set [מחובר שלי v] to [4]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n set [☁ p4 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) ([costume name v] of [cube v]))\n end\n end\n if <[] = (☁ P5)> then\n forever\n set [מחובר שלי v] to [5]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n set [☁ p5 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) ([costume name v] of [cube v]))\n end\n end\n if <[] = (☁ P6)> then\n forever\n set [מחובר שלי v] to [6]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n set [☁ p6 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) ([costume name v] of [cube v]))\n end\n end\n if <[] = (☁ P7)> then\n forever\n set [מחובר שלי v] to [7]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n set [☁ p7 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) ([costume name v] of [cube v]))\n end\n end\n if <[] = (☁ P8)> then\n forever\n set [מחובר שלי v] to [8]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n set [☁ p8 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) ([costume name v] of [cube v]))\n end\n end\n if <[] = (☁ P9)> then\n forever\n set [מחובר שלי v] to [9]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n set [☁ p9 v] to (join (join ([costume name v] of [level v]) (join (ערך x) (ערך y))) ([costume name v] of [cube v]))\n end\n end\nelse\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nif <[] = [50]> then\n forever\n set [מחובר שלי v] to [10]\n if < ([x position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n else\n if <<[-1] < ((240) + (round ([x position v] of [cube v])))> and <not <[9] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [000] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[9] < ((240) + (round ([x position v] of [cube v])))> and <not <[99] < ((240) + (round ([x position v] of [cube v])))>>> then\n set [ערך x v] to (join [00] ((240) + (round ([x position v] of [cube v]))))\n end\n if <<[99] < ((240) + (round ([x position v] of [cube v])))> and <not <((240) + (round ([x position v] of [cube v]))) < [100]>>> then\n set [ערך x v] to (join [0] ((240) + (round ([x position v] of [cube v]))))\n end\n end\n if < ([y position v] of [cube v]) contains [-]?> then\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n else\n if <<[-1] < ((180) + (round ([y position v] of [cube v])))> and <not <[9] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [000] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[9] < ((180) + (round ([y position v] of [cube v])))> and <not <[99] < ((180) + (round ([y position v] of [cube v])))>>> then\n set [ערך y v] to (join [00] ((180) + (round ([y position v] of [cube v]))))\n end\n if <<[99] < ((180) + (round ([y position v] of [cube v])))> and <not <((180) + (round ([y position v] of [cube v]))) < [100]>>> then\n set [ערך y v] to (join [0] ((180) + (round ([y position v] of [cube v]))))\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [טיימר v] to ((0.5) + (timer))\nend\n\nwhen flag clicked\nset [מחובר שלי v] to []\n\nwhen flag clicked\nforever\n set [☁ p1 v] to []\n set [☁ p2 v] to []\n set [☁ p3 v] to []\n set [☁ p4 v] to []\n set [☁ p5 v] to []\n set [☁ p6 v] to []\n set [☁ p7 v] to []\n set [☁ p8 v] to []\n set [☁ p9 v] to []\n wait (20) seconds\nend\n\n@Enemies\n\nwhen flag clicked\nhide\n\ndefine גלוש אל... (שלב) (x) (x2) (y) (מהירות)\nif <(יוצר שלב?) = [0]> then\n if <(שלב) = (שלב)> then\n set [ghost v] effect to (0)\n show\n switch costume to (pick random (1) to (6))\n go to x: (x) y: (y)\n repeat until <not <(שלב) = (שלב)>>\n set rotation style [left-right v]\n glide (מהירות) secs to x: (x2) y: (y)\n glide (מהירות) secs to x: (x) y: (y)\n end\n else\n hide\n end\nend\n\nwhen I receive [מסר 1 v]\nhide\nגלוש אל... [3] [116] [213] [-76] [2]\nגלוש אל... [8] [-103] [40] [-76] [3]\nגלוש אל... [13] [145] [215] [-76] [3]\nגלוש אל... [14] [-123] [-59] [-76] [2]\nגלוש אל... [15] [126] [211] [-76] [2]\nגלוש אל... [21] [145] [217] [-68] [1]\nגלוש אל... [23] [35] [126] [-68] [3]\nגלוש אל... [40] [23] [93] [-76] [3]\nגלוש אל... [41] [24] [195] [-76] [3]\n\nwhen I receive [דלג v]\nhide\nגלוש אל... [3] [116] [213] [-76] [2]\nגלוש אל... [8] [-103] [40] [-76] [3]\nגלוש אל... [13] [145] [215] [-76] [3]\nגלוש אל... [14] [-123] [-59] [-76] [2]\nגלוש אל... [15] [126] [211] [-76] [2]\nגלוש אל... [21] [145] [217] [-68] [1]\nגלוש אל... [23] [35] [126] [-68] [3]\nגלוש אל... [40] [23] [93] [-76] [3]\nגלוש אל... [41] [24] [195] [-76] [3]\n\nwhen I receive [הסתר הכל v]\nrepeat (10)\n hide\nend\n\nwhen I receive [חזרה למשחק v]\nhide\nגלוש אל... [3] [116] [213] [-76] [2]\nגלוש אל... [8] [-103] [40] [-76] [3]\nגלוש אל... [13] [145] [215] [-76] [3]\nגלוש אל... [14] [-123] [-59] [-76] [2]\nגלוש אל... [15] [126] [211] [-76] [2]\nגלוש אל... [21] [145] [217] [-68] [1]\nגלוש אל... [23] [35] [126] [-68] [3]\nגלוש אל... [40] [23] [93] [-76] [3]\nגלוש אל... [41] [24] [195] [-76] [3]\n\nwhen flag clicked\nhide variable [רשע נפסל v]\nset [רשע נפסל v] to [0]\nforever\n if <<touching (cube v)?> and <<((20) + (y position)) < ([y position v] of [cube v])> and <(עצור שיכפול) = [0]>>> then\n set [רשע נפסל v] to [1]\n stop [other scripts in sprite v]\n start sound [Water Drop v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n wait until <not <<touching (cube v)?> and <<((20) + (y position)) < ([y position v] of [cube v])> and <(עצור שיכפול) = [0]>>>>\n set [רשע נפסל v] to [0]\n end\nend\n\nwhen I receive [תגביר v]\nset volume to (100) %\n\nwhen I receive [תנמיך v]\nset volume to (0) %\n\nwhen I receive [שמירה קובייה v]\nhide\nwait (0.4) seconds\nגלוש אל... [3] [116] [213] [-76] [2]\nגלוש אל... [8] [-103] [40] [-76] [3]\nגלוש אל... [13] [145] [215] [-76] [3]\nגלוש אל... [14] [-123] [-59] [-76] [2]\nגלוש אל... [15] [126] [211] [-76] [2]\nגלוש אל... [21] [145] [217] [-68] [1]\nגלוש אל... [23] [35] [126] [-68] [3]\nגלוש אל... [40] [23] [93] [-76] [3]\nגלוש אל... [41] [24] [195] [-76] [3]\n\n@דמות14\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nwhen I receive [התחל v]\nforever\n forever\n if <(backdrop [number v]) = [2]> then\n go to [back v] layer\n show\n glide (pick random (2) to (3)) secs to x: (pick random (200) to (-200)) y: (pick random (70) to (120))\n wait (pick random (1) to (3)) seconds\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-78) y: (96)\n\nwhen backdrop switches to [2 v]\nwait until <not <(backdrop [number v]) = [2]>>\nrepeat (20)\n hide\nend\n\n@Snowflake\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.3)) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-200) to (200)) y: (160)\nrepeat until <touching (_edge_ v)?>\n go to [front v] layer\n change y by (pick random (-15) to (-17))\n turn right (15) degrees\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(backdrop [number v]) = [7]>>\nwait (0.2) seconds\nhide\n\n@דמות12\n\nwhen flag clicked\ngo to x: (202) y: (-146)\nhide\n\nwhen I receive [בחר צבע v]\nwait (0.2) seconds\ngo to x: (202) y: (-146)\nshow\nswitch costume to (תלבושת1 v)\nrepeat until <not <(backdrop [number v]) = [5]>>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (תלבושת2 v)\n repeat (10)\n set size to (90) %\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n else\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n switch costume to (תלבושת1 v)\n go to x: (202) y: (-146)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n end\nend\nhide\n\nwhen I receive [בחר צבע v]\nwait (0.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n if <(size) = [100]> then\n repeat (5)\n change size by (-2)\n end\n end\n end\n end\nend\n\n@intro\n\ndefine smooth size (size) (speed) (bounce?) (add?)\nset size to (0) %\nif <(bounce?) = [true]> then\n repeat (20)\n set [i v] to (((i) * (0.75)) + (((size) - (size)) / (speed)))\n change size by (i)\n end\nend\nif <(bounce?) = [false]> then\n repeat (20)\n set [i v] to (((i) * (0.75)) + (((size) - (size)) / (speed)))\n if <<(add?) > [0]> and <not <(letter (1) of (add?)) = [-]>>> then\n set size to ((i) + (add?)) %\n else\n if <<(add?) < [0]> and <(letter (1) of (add?)) = [-]>> then\n set size to ((i) - (add?)) %\n end\n end\n end\nend\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [in]> then\n go to x: (0) y: (-240)\n smooth glide to x position: (x position) y position: [0] size: [100] direction: [90] smoothness: [5]\n wait (7) seconds\n point in direction (-90)\n smooth glide to x position: (x position) y position: [-383] size: [100] direction: [-90] smoothness: [5]\n set [brightness v] effect to (-100)\n change y by (-10)\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-20)\n end\n delete this clone\nend\nif <(costume [name v]) = [in2]> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (6) seconds\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [name v]) = [Logo]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n smooth size [100] [5] [true] [0]\nend\nif <(costume [name v]) = [Logo]> then\n wait (7) seconds\n smooth glide to x position: (x position) y position: [-380] size: [100] direction: [90] smoothness: [12]\n hide\n delete this clone\nend\nif <(costume [name v]) = [c]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n change x by (50)\n change y by (-10)\n set size to (100) %\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\ndefine clones (#)\nrepeat (#)\n switch costume to (particle v)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-20)\n clear graphic effects\n go to [front v] layer\n set [momentum v] to (pick random (10) to (15))\n set [yv v] to (pick random (2) to (7))\n set [color v] effect to (pick random (1) to (299))\n change size by (pick random (-150) to (0))\n change [brightness v] effect by (pick random (-20) to (20))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n move (Momentum) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [momentum v] to ((Momentum) * (0.95))\n change [color v] effect by (7)\n end\n hide\n delete this clone\nend\n\nwhen I receive [delete v]\ndelete this clone\n\ndelete this clone\n\nwhen I receive [ינטרו v]\nstart sound [Ship Wreck - Ark v]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nhide\nswitch costume to (in v)\nset [brightness v] effect to (100)\nrepeat (6)\n wait (0.03) seconds\n switch costume to (in v)\n change [brightness v] effect by (-20)\n create clone of (_myself_ v)\nend\nrepeat (6)\n wait (0.03) seconds\n change [brightness v] effect by (-20)\nend\nswitch costume to (in2 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nclones [200]\nwait (1) seconds\nswitch costume to (c v)\ncreate clone of (_myself_ v)\nwait (6) seconds\nbroadcast (delete v) and wait\nbroadcast (בחר צבע v)\n\nwhen I receive [ינטרו v]\nforever\n if <<(backdrop [number v]) = [6]> or <(backdrop [number v]) = [5]>> then\n play sound [YyvfcIzEaKt5 v] until done\n end\nend\n\nwhen I receive [התחל v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nclones [200]\n\n@דמות15\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי שוקולד v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (-131) y: (50)\nif <(רכשתי שוקולד) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [5]> or <(רכשתי שוקולד) = [1]>> then\n broadcast (תלבושת שוקולד v)\n if <(רכשתי שוקולד) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-6)\n end\n broadcast (סגור חנות v)\n set [רכשתי שוקולד v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות16\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי גלידה v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (-47) y: (50)\nif <(רכשתי גלידה) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [4]> or <(רכשתי גלידה) = [1]>> then\n broadcast (תלבושת גלידה v)\n if <(רכשתי גלידה) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-5)\n end\n broadcast (סגור חנות v)\n set [רכשתי גלידה v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות11\n\nwhen flag clicked\nswitch costume to (תלבושת1 v)\nset [רכשתי מתנה v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (39) y: (46)\nif <(רכשתי מתנה) = [1]> then\n switch costume to (תלבושת2 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [3]> or <(רכשתי מתנה) = [1]>> then\n broadcast (תלבושת מתנה v)\n if <(רכשתי מתנה) = [0]> then\n start sound [פופ v]\n change [כסף v] by (-4)\n end\n broadcast (סגור חנות v)\n set [רכשתי מתנה v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות18\n\nwhen I receive [התחל v]\ngo to x: (61) y: (-162)\nshow list [שמירת קוד v]\ndelete all of [שמירת קוד v]\nrepeat (3)\n add [] to [שמירת קוד v]\nend\nshow\nforever\n go to [front v] layer\n wait until <<mouse down?> and <<touching (mouse-pointer v)?> and <(יוצר שלב?) = [0]>>>\n hide list [שמירת קוד v]\n replace item (1) of [שמירת קוד v] with [Copy the following code using the ctrl + c keys:]\n replace item (2) of [שמירת קוד v] with (join ([costume name v] of [level v]) (join (pick random (1000) to (9999)) (join (join (current [year v]) (current [dayofweek v])) (join (רכשתי גלידה) (join (רכשתי ופל) (join (רכשתי מחליף צבע) (join (רכשתי נינגה) (join (רכשתי פינגווין) (join (רכשתי ציפס) (join (רכשתי שוקולד) (join (רכשתי מתנה) (join (רכשתי מהירות) (join [abd124] (join (backdrop [name v]) (join (pick random (1000000) to (9999999)) [azqwjlgdfg])))))))))))))))\n replace item (3) of [שמירת קוד v] with [Press the Enter key to exit.]\n wait until <key ((join [enter] []) v) pressed?>\n show list [שמירת קוד v]\nend\n\nwhen flag clicked\nshow list [שמירת קוד v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [מסר 1 v]\nwait (0.1) seconds\nreplace item (2) of [שמירת קוד v] with (join ([costume name v] of [level v]) (join (pick random (1000) to (9999)) (join (join (current [year v]) (current [dayofweek v])) (join (רכשתי גלידה) (join (רכשתי ופל) (join (רכשתי מחליף צבע) (join (רכשתי נינגה) (join (רכשתי פינגווין) (join (רכשתי ציפס) (join (רכשתי שוקולד) (join [abd124] (join (backdrop [name v]) (join (pick random (1000000) to (9999999)) [azqwjlgdfg])))))))))))))\n\nwhen I receive [דלג v]\nwait (0.1) seconds\nreplace item (2) of [שמירת קוד v] with (join ([costume name v] of [level v]) (join (pick random (1000) to (9999)) (join (join (current [year v]) (current [dayofweek v])) (join (רכשתי גלידה) (join (רכשתי ופל) (join (רכשתי מחליף צבע) (join (רכשתי נינגה) (join (רכשתי פינגווין) (join (רכשתי ציפס) (join (רכשתי שוקולד) (join [abd124] (join (backdrop [name v]) (join (pick random (1000000) to (9999999)) [azqwjlgdfg])))))))))))))\n\nwhen I receive [שמירה קובייה v]\nwait (0.4) seconds\nreplace item (2) of [שמירת קוד v] with (join ([costume name v] of [level v]) (join (pick random (1000) to (9999)) (join (join (current [year v]) (current [dayofweek v])) (join (רכשתי גלידה) (join (רכשתי ופל) (join (רכשתי מחליף צבע) (join (רכשתי נינגה) (join (רכשתי פינגווין) (join (רכשתי ציפס) (join (רכשתי שוקולד) (join [abd124] (join (backdrop [name v]) (join (pick random (1000000) to (9999999)) [azqwjlgdfg])))))))))))))\n\n@דמות19\n\nwhen I receive [התחל v]\nhide variable [שמירה v]\ngo to x: (-53) y: (-162)\nshow\nforever\n go to [front v] layer\n wait until <<mouse down?> and <<touching (mouse-pointer v)?> and <(יוצר שלב?) = [0]>>>\n broadcast (קוד v) and wait\n if <<(length of (answer)) = [44]> and <(letter (44) of (answer)) = [g]>> then\n set [שמירה v] to (join (letter (1) of (answer)) (letter (2) of (answer)))\n broadcast (שמירה קובייה v)\n set [רכשתי גלידה v] to (letter (12) of (answer))\n set [רכשתי ופל v] to (letter (13) of (answer))\n set [רכשתי מחליף צבע v] to (letter (14) of (answer))\n set [רכשתי נינגה v] to (letter (15) of (answer))\n set [רכשתי פינגווין v] to (letter (16) of (answer))\n set [רכשתי ציפס v] to (letter (17) of (answer))\n set [רכשתי שוקולד v] to (letter (18) of (answer))\n set [רכשתי מתנה v] to (letter (19) of (answer))\n set [רכשתי מהירות v] to (letter (20) of (answer))\n switch backdrop to (letter (27) of (answer))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\nwhen I receive [חזרה למשחק v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@דמות17\n\nwhen flag clicked\nset [מהירות מופעלת v] to [0]\nswitch costume to (תלבושת1 v)\nset [רכשתי מהירות v] to [0]\nhide\n\nwhen I receive [החנות נפתחה v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (-48)\nif <(רכשתי מהירות) = [1]> then\n switch costume to (תלבושת3 v)\nend\nforever\n if <<<(החנות פתוחה) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <(יוצר שלב?) = [0]>> then\n set [עצירה v] to [1]\n if <<(כסף) > [9]> or <(רכשתי מהירות) = [1]>> then\n if <(רכשתי מהירות) = [0]> then\n set [מהירות מופעלת v] to [1]\n start sound [פופ v]\n change [כסף v] by (-10)\n broadcast (סגור חנות v)\n set [רכשתי מהירות v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [עצירה v] to [0]\n end\n else\n say (translate [.You do not have enough money] to ((language::translate) v)::translate) for (2) seconds\n end\n end\nend\n\nwhen I receive [סגור חנות v]\nhide\n\nwhen I receive [הסתר הכל v]\nhide\n\n@דמות20\n\n | Help Holdy get home !!\n\nMove with the arrows and jump with the space and try to avoid the obstacles.\nWill you be able to finish the game ????\n\nAnd now you can play online with people from all over the world !!!!!!!\n\nComing soon - Online Fighting.\n\n |
The Topaz || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen flag clicked\nswitch costume to (backdrop3 v)\ngo to [back v] layer\ngo [forward v] (1) layers\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 <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (left v)\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 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 <<mouse down?> and <(mouse x) > (x position)>>> 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?> 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 topaz. The topaz was 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 topaz is in the 'Sandstorm Desert'. If you see an orange glow in the game, that means that you are approaching the topaz. \n\n☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆\nInfo On The Sequel:\nI am working on the other platformers in the sequel 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☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆\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 avertise 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 hardy 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☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆\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! |
Real platformer V2.1 | @Stage\n\nwhen flag clicked\nforever\n play sound [日時計の丘 v] until done\nend\n\nwhen flag clicked\nforever\n if <(天気) = [雨]> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (-218) y: (0)\nset [変数 v] to [0]\nforever\n wait until <(止まれ!) = [0]>\n change y by (変数)\n change [変数 v] by (-1)\n if <touching (ステージ v)?> then\n change y by ((-1) * (変数))\n set [変数 v] to [0]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [速度 v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [速度 v] by (-1)\n point in direction (-90)\n end\n change x by (速度)\n if <touching (ステージ v)?> then\n change x by ((速度) * (-1))\n set [速度 v] to [0]\n end\n set [速度 v] to ((速度) * (0.9))\n change y by (-1)\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [変数 v] to [15]\n end\n if <[242] < (x position)> then\n go to x: (-218) y: (42)\n broadcast (次 v)\n end\n if <touching (スプライト6 v)?> then\n go to x: (-218) y: (42)\n end\n change [速度 v] by ((風) * (0.1))\n wait until <(止まれ!) = [0]>\nend\n\ngo to [back v] layer\n\n@ステージ\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@スプライト3\n\nwhen flag clicked\nset [風 v] to [0]\nhide\n\nwhen I start as a clone\ngo [backward v] (2) layers\n草w\nshow\n\nwhen I receive [次 v]\npoint in direction (90)\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 草w\nshow\ngo to (スプライト4 v)\nrepeat until <touching (ステージ v)?>\n change y by (-30)\nend\nrepeat until <not <touching (ステージ v)?>>\n change y by (1)\nend\nforever\n show\n turn right (風) degrees\n if <touching (スプライト1 v)?> then\n turn right (速度) degrees\n end\n if <[90] < (direction)> then\n turn left (1) degrees\n end\n if <(direction) < [90]> then\n turn right (1) degrees\n end\n if <[180] < (direction)> then\n point in direction (180)\n end\n if <(direction) < [0]> then\n point in direction (0)\n end\nend\n\nif <(x position) < ([x position v] of [スプライト1 v])> then\n point in direction (0)\nelse\n point in direction (180)\nend\n\nwhen flag clicked\nset [風レベル v] to (pick random (-10) to (10))\nset [天気 v] to (pick random (1) to (3))\nif <[3] = (天気)> then\n set [天気 v] to [雨]\nelse\n set [天気 v] to [晴れ]\nend\nforever\n if <[雨] = (天気)> then\n set [風 v] to (pick random ((-10) + ((-1) * (風レベル))) to ((-15) + ((-1) * (風レベル))))\n wait (pick random (0.1) to (5)) seconds\n set [風 v] to (pick random ((-10) + ((-1) * (風レベル))) to ((-15) + ((-1) * (風レベル))))\n wait (pick random (0.1) to (5)) seconds\n else\n set [風 v] to (pick random ((-10) + ((-1) * (風レベル))) to ((10) + (風レベル)))\n wait (pick random (1) to (5)) seconds\n set [風 v] to (pick random ((-10) + ((-1) * (風レベル))) to ((10) + (風レベル)))\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen flag clicked\nforever\n set [風 v] to ((風) * (0.9))\nend\n\nturn right (速度) degrees\n\nstart sound [ポップ v]\n\n@スプライト4\n\nwhen flag clicked\n草\n\ndefine 草\nhide\ngo to x: (-239) y: (126)\ncreate clone of (スプライト3 v)\nrepeat (47)\n change x by (10)\n create clone of (スプライト3 v)\nend\n\nwhen I receive [次 v]\nhide\ngo to x: (-239) y: (126)\ncreate clone of (スプライト3 v)\nrepeat (47)\n change x by (10)\n create clone of (スプライト3 v)\nend\n\n@スプライト6\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト5\n\nwhen I receive [次 v]\ngo to [front v] layer\nset [止まれ! v] to [1]\nshow\nwait (1.5) seconds\nhide\nset [止まれ! v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\nset [止まれ! v] to [1]\nshow\nwait (1.5) seconds\nhide\nset [止まれ! v] to [0]\n\n@スプライト7\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nforever\n if <(止まれ!) = [1]> then\n hide\n else\n show\n end\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n if <([costume # v] of [ステージ v]) = [6]> then\n set [ghost v] effect to (30)\n end\n set [ghost v] effect to (50)\nend\n\nwhen I receive [次 v]\nnext costume\n\nset [ghost v] effect to (50)\n\nwhen flag clicked\nforever\n if <(天気) = [雨]> then\n hide\n else\n show\n end\nend\n\n@太陽\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(天気) = [雨]> then\n hide\n else\n show\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (422) y: (0)\nforever\n go to [back v] layer\n change x by ((風) + (1))\n if <[421] < (x position)> then\n go to x: (-421) y: (0)\n end\n if <(x position) < [-421]> then\n go to x: (421) y: (0)\n end\n if <(天気) = [雨]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト9\n\nwhen flag clicked\nhide\nforever\n if <(天気) = [雨]> then\n create clone of (_myself_ v)\n else\n end\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nset y to (150)\npoint in direction (135)\nrepeat (pick random (200) to (300))\n if <<touching (ステージ v)?> or <touching (_edge_ v)?>> then\n delete this clone\n end\n change x by (-1)\n change y by (-1)\n set [ghost v] effect to (70)\nend\ndelete this clone\n\nshow\n\nwhen I start as a clone\n\n@スプライト10\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\n if <(天気) = [雨]> then\n show\n else\n hide\n end\nend\n\n | 2 https://scratch.mit.edu/projects/409833764/\n流行2ページ目!ありがとうございます!\n※絶対に最後まで読んでください\n・このプラットフォーマーはなるべく現実に近づけて\n います。\n・天気が追加されました!\n 3分の1の確率で雨になります。\n 雨だと風が強く視界もとても悪いです\n・壁キックはできません\n・影があります\n・風が吹いています。それによりキャラクターは動か\n されます。\n 風は強い日や弱い日があります\n・草があります。風や、キャラクターの動きによ動\n きます。\n・雲があります。風や、キャラクターの動きにより動\n きます。\n・太陽があります。これによって、より世界がきれい\n に見えます。\n・操作方法 \n 上矢印キーはジャンプ\n 左右キーで移動します。\n 赤色に触れたら最初からやり直しです。 |
BLOCKY || A scrolling platformer | @Stage\n\n@blanc\n\nwhen flag clicked\nforever\n play sound [JJD - Adventure \[NCS Release\] v] until done\nend\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: [100]\n Clone at x: [360] y: [100]\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@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: [180]\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: [100]\n Clone at x: [360] y: [100]\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\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\nwhen flag clicked\nhide\n\nif <key (space v) pressed?> then\n show\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [play game v]\n\nforever\n\ngo to [back v] layer\n\nif <(LEVEL) = [3]> then\n broadcast (Outro v)\nend\n\nwhen I receive [outro v]\nrepeat (50)\n hide\nend\n\nforever\n\nwhen I receive [outro v]\nforever\n hide\nend\n\nwhen flag clicked\nbroadcast (Play Game v)\n\nset [y v] to [0]\n\nset [y v] to [0]\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)) / (30)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [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 (-0.5)\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 (coins2 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\nwhen flag clicked\n\nforever\nend\n\nplay sound [526063_Heretical-Mysticism.mp3 v] until done\n\nchange [x v] by (8)\n\nif then\nend\n\nwhen I receive [play game v]\nset [y v] to [0]\nset [x v] to [0]\n\nGame - Die\n\n@coins\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) * (100)) ) * (10)))\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: [500] y: [200]\n Clone at x: [600] y: [50]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [-210] y: [-50]\n Clone at x: [400] y: [250]\n Clone at x: [550] y: [350]\n Clone at x: [1400] y: [100]\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\nClone at x: [850] y: [50]\nset [color v] effect to (60)\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@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 stop [other scripts in sprite v]\n if <(broadcast) = [0]> then\n broadcast (Transition v) and wait\n set [broadcast v] to [1]\n end\nend\n\nset [exit v] to [win]\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: [1800] y: [300]\nelse\n if <(LEVEL) = [2]> then\n set [color v] effect to (90)\n clear graphic effects\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [1550] y: [150]\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (140)\n clear graphic effects\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [1550] y: [150]\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]\nset [broadcast v] to [0]\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\nbroadcast (Transition v)\n\n@coins2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) + (([sin v] of ((timer) * (50)) ) * (80))) ((y) - (SCROLL Y))\nif <touching (you v)?> then\n set [dai v] to [1]\nend\n\nif <([y v] of [you v]) > ((y position) + (5))> then\n set [dai v] to [0]\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: [10000] y: [0]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1400] y: [45]\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (-20)\n else\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]\n\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\nClone at x: [400] y: [0]\nClone at x: [500] y: [200]\nClone at x: [600] y: [50]\nClone at x: [850] y: [50]\nClone at x: [1300] y: [-50]\n\nClone at x: [-210] y: [-50]\n\nset [color v] effect to (60)\n\nClone at x: [400] y: [0]\n\nstart sound [Coin v]\nchange [collected v] by (1)\ndelete this clone\n\n@THUMBNAIL\n\nwhen flag clicked\nwait (0.5) seconds\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@transide\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nclear graphic effects\nif <(costume [number v]) = [1]> then\n go to x: (-300) y: (300)\nelse\n if <(costume [number v]) = [2]> then\n go to x: (300) y: (300)\n else\n if <(costume [number v]) = [3]> then\n go to x: (300) y: (-300)\n else\n go to x: (-300) y: (-300)\n end\n end\nend\nset [ghost v] effect to (100)\nstart sound [Low Whoosh v]\nrepeat (14)\n change [ghost v] effect by (-10)\n change [color v] effect by (5)\n change x by (((0) - (x position)) / (3))\n change y by (((0) - (y position)) / (3))\nend\ngo to x: (0) y: (0)\nwait (0.5) seconds\nif <(costume [number v]) = [1]> then\n set [exit v] to [win]\nend\nstart sound [Zoop v]\nrepeat (10)\n change x by (((costume [number v]) - (2.5)) * (-20))\n change y by (((costume [number v]) - (2.5)) * (-20))\n change [color v] effect by (5)\n change [ghost v] effect by (10)\nend\n\nwait (0.1) seconds\n\nchange x by (10)\n\nwhen I receive [transition v]\nswitch costume to (costume2 v)\nhide\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\n | ✪✪✪✪✪✪BLOCKY || A scrolling platformer✪✪✪✪✪✪✪ \n\nWelcome to BLOCKY, a game made out of only one shape, the shapes may be wider or thicker than the original but they all came from the same shape\n\n⚠️WARNING⚠️\nI will close comments if I get too many people saying stuff like:\n"I can see many different shapes there"\nor:\n"their not all made from the same shape, your lying"\n\notherwise this is a test game so feel free to comment what you think |
Pitch Black | A Mobile Platformer #games | @Stage\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@light\n\npoint in direction (10)\n\nwhen flag clicked\nforever\n go to [back v] layer\n point towards (player v)\n move ((distance to [player v]) / (2)) steps\nend\n\nwhen flag clicked\nforever\n set size to (((6) * ([cos v] of ((timer) * (125)) )) + (50)) %\nend\n\n@player\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 point in direction (-90)\n change [x v] by (-0.7)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (0.7)\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 [9]\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\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 [9]\nend\nchange y by (0.5)\nif <touching (danger v)?> then\n go to x: (X Spawn) y: (Y Spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (bounce v)?> then\n set [y v] to [14]\nend\nif <touching (speeb boost v)?> then\n set [x v] to [20]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\nend\n\nwhen flag clicked\nset [y spawn v] to [-50]\nset [x spawn v] to [-218]\nset rotation style [left-right v]\ngo to x: (X Spawn) y: (Y Spawn)\nset [level v] to [1]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run Engine\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@bounce\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\n@speeb boost\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\n | Pitch Black | A Platformer (Double Click Green Flag)\n___________________________________________\n\n [ Difficulty: Mediocre ]\n\nIn this creepy, dark platformer, run through the 10 levels to make it out of the complete darkness. Many useful items have been abandoned there too. Trampolines, speed boosts, all sorts of stuff. Avoid spikes!\n\nControls:\n- Arrow keys to move.\n- Avoid spikes.\n- Use trampolines.\n- Go fast with a speed boost!\n\nCredits:\n- @-PandaMC- for the character.\n- All other art and coding are done by @Squadd_Legend.\n\nConsider leaving a ❤️ and ⭐ please! This took well over 6 hours to make. I REALLY want to be on trending again!\n\nI'm racing @FreezeNova to 2000 followers, so following @Squadd_Legend (me) would really help!\n\n\nTags :/\n#pitch #black #a #platformer #light #trampolines #spikes #love #favourite #follow #squaddlegend #lol #fun #games #all |
Skill 2, A Platformer | @Stage\n\nwhen I receive [begin v]\nset [brightness v] effect to (3)\nswitch backdrop to (1 v)\n\nwhen [a v] key pressed\nset [mouse v] to (join (join ((mouse x) + (SCROLL X)) [ , ]) ((mouse y) + (SCROLL Y)))\n\nwhen I receive [begin v]\nstop all sounds\nwait (0.25) seconds\nforever\n play sound [give credit pls v] until done\nend\n\n@Tn\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (36) y: (-24)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Home2\n\nwhen flag clicked\nset size to (90) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-50)\nshow\n\nwhen I receive [button 1 in v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [begin v]\nset [color v] effect to (100)\nhide\nforever\n stop [this script v]\nend\n\n@Home\n\nwhen flag clicked\nhide\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (name2 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (collab v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ 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\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (120)\n show\n repeat (10)\n change [ghost v] effect by (-9)\n end\n set [sine v] to [0]\n forever\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n change [sine v] by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name2]> then\n set [ghost v] effect to (100)\n go to x: (-7) y: (50)\n show\n point in direction (90)\n repeat (25)\n change [ghost v] effect by (-3.5)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n go to x: (10) y: (-30)\n show\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n set size to (85) %\n show\n point in direction (90)\n go to x: (300) y: (-70)\n Smooth Glide to x [92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Button 1 in v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Collab]> then\n set size to (70) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-145)\n show\n point in direction (90)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n set size to (80) %\n show\n point in direction (90)\n go to x: (-300) y: (-70)\n Smooth Glide to x [-92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Begin v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nhide\nstop [this script v]\n\n@Sprite4\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [450] y: [0]\n Position x: [1000] y: [-30]\n Position x: [1000] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: [0]\n Position x: [700] y: [0]\n Position x: [450] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 3 5 v)\n Position x: [150] y: [100]\n Position x: [300] y: [100]\n Position x: [500] y: [-130]\n else\n if <(LEVEL) = [5]> then\n switch costume to (lvl 2 v)\n Position x: [200] y: [-14]\n Position x: [400] y: [100]\n Position x: [530] y: [100]\n end\n end\n end\n end\nend\n\nPosition x: [0] y: [100]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nPosition x: [300] y: [100]\n\nPosition x: [500] y: [-130]\n\n@Sprite3\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [450] y: [0]\n Position x: [700] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: []\n Position x: [1000] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 3 3 v)\n Position x: [400] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume5 v)\n Position x: [500] y: [0]\n Position x: [800] 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 Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen flag clicked\nhide\n\nPosition x: [1000] y: []\n\n@Collectibles2\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [1]> and <touching (sprite v)?>> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [collllllectttttt yooooo v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Clone x: [1200] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Clone x: [1300] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Clone x: [890] y: [-40]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Clone x: [1280] y: [210]\n else\n if <(LEVEL) = [5]> then\n Clone x: [99999] y: [999]\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 x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (80) %\n\n@Collectibles\n\nwhen I start as a clone\nset size to (70) %\nforever\n switch costume to (1 v)\n wait (0.3) seconds\n repeat (7)\n next costume\n end\nend\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (sprite v)?> then\n change [collllllectttttt yooooo v] by (1)\n if <(Collected max) = (COLLLLLLECTTTTTT YOOOOO)> then\n broadcast (OPEN PORtAL v)\n end\n if <touching (sprite v)?> then\n start sound [Coin v]\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset [collected max v] to [0]\nhide\nset [collllllectttttt yooooo v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume4 v)\nif <(LEVEL) = [1]> then\n Clone x: [168] y: [10]\n Clone x: [480] y: [37]\n Clone x: [718] y: [25]\n Clone x: [1078] y: [12]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [238] y: [20]\n Clone x: [817] y: [-118]\n Clone x: [897] y: [30]\n Clone x: [1050] y: [-30]\n else\n if <(LEVEL) = [3]> then\n Clone x: [210] y: [60]\n Clone x: [365] y: [140]\n Clone x: [780] y: [50]\n else\n if <(LEVEL) = [4]> then\n Clone x: [165] y: [160]\n Clone x: [408] y: [87]\n Clone x: [597] y: [140]\n Clone x: [922] y: [60]\n else\n if <(LEVEL) = [5]> then\n Clone x: [-53.5] y: [0]\n Clone x: [174] y: [165]\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\nClone x: [1301] y: [30]\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 x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n end\nend\n\nClone x: [408] y: [87]\nClone x: [597] y: [140]\nClone x: [922] y: [60]\n\n@Sprite2\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: [0]\n Position x: [700] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 3 5 v)\n Position x: [450] y: [0]\n Position x: [600] y: []\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume11 v)\n Position x: [470] y: [60]\n Position x: [400] y: [60]\n Position x: [400] y: [60]\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 Position 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\nwait until <(LEVEL) = [5]>\nbroadcast (Costume v)\n\nwhen flag clicked\nhide\n\n@Sprite\n\nwhen I receive [greenflah v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [A win win]> then\n GameWinYOO\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (straight v)\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left 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 switch costume to (up v)\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nPosition\nif <(SCROLL Y) < [-30]> then\n set [exit v] to [Die]\nend\nif <touching (trampoline v)?> then\n if <(In air) < [4]> then\n set [speedy v] to [30]\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 (sprite2 v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speedy 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 (sprite2 v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (sprite2 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (sprite2 v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - die boi boi I’m fed\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset rotation style [all around v]\nset [y v v] to [15]\nrepeat until <(y position) < [-90]>\n switch costume to (straight v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n switch costume to (die v)\n change [ghost v] effect by (11)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\n\ndefine Die? I think so\nif <touching (sprite4 v)?> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nrepeat (20)\n point towards (collectibles2 v)\n turn right (65) degrees\n move ((distance to [collectibles2 v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (0.5) seconds\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [begin v]\nshow\nbroadcast (Greenflah v) and wait\nbroadcast (Play game v) and wait\n\nwhen flag clicked\nhide\n\n\n\n | Finally, It is OUT! \n\n-Instructions are inside but I'll tell you them anyway.\narrows to move\nYou must collect all of the coins to continue\n\n-Skill, A platformer\nhttps://scratch.mit.edu/projects/404856869/\n\n\n\n\n\n\nNo advertising pls\nNo hate mail |
Minecraft || Multiplayer Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Something else\n\nwhen flag clicked\nbroadcast (Start teh game that loads bla v) and wait\n\nwhen I receive [start teh game that loads bla v]\nhide\n\nwhen flag clicked\nforever\n play sound [Minecraft - Calming Game Music.mp3 v] until done\nend\n\n@Sprite4\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@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\n@something\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (100)\n switch costume to (alone v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n if <(pp) < (Players)> then\n wait (2) seconds\n if <(pp) < (Players)> then\n broadcast (joined v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (joined v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\n if <(Players) < (pp)> then\n wait (2) seconds\n if <(Players) < (pp)> then\n broadcast (left v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (left v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset voice to (tenor v)::tts\nspeak (username)::tts\nspeak [Your player ID is]::tts\nspeak (@PlayerSlot)::tts\n\nwhen I receive [joined v]\nspeak [A player has joined the game.]::tts\n\nwhen I receive [left v]\nspeak [A player has left the game.]::tts\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite2\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start teh game that loads bla v]\nshow\nset size to (20) %\nforever\n turn right (15) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ p1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@levels\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n play sound [ v] until done\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n wait (0.5) seconds\n change [level v] by (1)\n end\nend\n\n@Players\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) = [19]> then\n broadcast (win v)\n end\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (levels v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (levels v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <<touching (danger v)?> or <touching (zombies v)?>> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nSave My Data\ngo to [front v] layer\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (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 Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\n\n\nwhen I receive [start v]\nshow variable [players v]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen flag clicked\nset [chat v] to [0]\nset [chat1 v] to [1: Hi!]\nset [chat2 v] to [2: Hello!]\nset [chat3 v] to [3: How are you?]\nset [chat4 v] to [4: I'm fine, thanks!]\nset [chat5 v] to [5: I'm fine! What about you?]\nset [chat6 v] to [6: Not so good :\(]\nset [chat7 v] to [7: How to beat this level?]\nset [chat8 v] to [8: Come with me!]\nset [chat9 v] to [9: Wait for me!]\nset [chat10 v] to [A: Heyo!]\nset [chat11 v] to [B: OK]\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Hello!] to [chat v]\nadd [How are you?] to [chat v]\nadd [I'm fine, thanks!] to [chat v]\nadd [I'm fine! What about you?] to [chat v]\nadd [Not so good :\(] to [chat v]\nadd [How to beat this level?] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Wait for me!] to [chat v]\nadd [Heyo!] to [chat v]\nadd [OK] to [chat 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]\nforever\n if <(chat) = [1]> then\n show variable [chat1 v]\n show variable [chat2 v]\n show variable [chat3 v]\n show variable [chat4 v]\n show variable [chat5 v]\n show variable [chat6 v]\n show variable [chat7 v]\n show variable [chat8 v]\n show variable [chat9 v]\n show variable [chat10 v]\n show variable [chat11 v]\n if <key (1 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (2 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (3 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [3]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (4 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [4]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (5 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [5]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (6 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [6]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (7 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [7]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (8 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [8]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (9 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [9]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (a v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (b v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n else\n hide vars\n end\nend\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nhide variable [chat10 v]\nhide variable [chat11 v]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@connecting\n\nif <(length of [cloud list v]) = [0]> then\n\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (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 (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\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 (full2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (full v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [failed v]\nshow\ngo to [front v] layer\nswitch costume to (failed v)\nstop [all v]\n\nwhen I receive [start teh game that loads bla v]\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\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Detector\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@Zombies\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n repeat (80)\n change x by (1)\n end\n repeat (80)\n change x by (-1)\n end\nend\n\n | This actually works (=\n------------------------------------------------\nMinecraft || Multiplayer Platformer\n-------------------------------------------------\nRules:\nPress 'S' to skip\nUse arrow keys to move. \nDon't touch lava and enemies\nMobile Friendly\n'T' for safe chat\n-------------------------------------------------\nIf you are a new scratcher you won't be able to play till you are scratcher. \n--------------------------------------------------\nRemember to love, Fave and maybe even follow\n\n#382 in trending\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDid you find the easter egg?\n |
Down- A platformer (Mobile friendly) | @Stage\n\n@platformer\n\nwhen flag clicked\nset [gravity v] to [0]\nshow\nset [gravity v] to [5]\ngo to x: (-160) y: (123)\nforever\n Platfomer\nend\n\nwhen I receive [next leeveo v]\ngo to x: (-160) y: (123)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (goal v)?> then\n broadcast (Next Leeveo v)\n wait until <not <touching (goal v)?>>\n change [level v] by (1)\n end\n if <<touching (level v)?> or <touching (radioactivegunk v)?>> then\n set [gravity v] to [0]\n end\n if <<touching (spike v)?> or <touching (radioactivegunk v)?>> then\n set [death v] to [1]\n go to x: (-160) y: (123)\n end\nend\n\ndefine Platfomer\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n set [xvelocity v] to [5]\n repeat until <not <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>\n change [xvelocity v] by (0.75)\n change x by (Xvelocity)\n end\n set [xvelocity v] to [0]\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n set [xvelocity v] to [-5]\n repeat until <not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>\n change [xvelocity v] by (-0.75)\n change x by (Xvelocity)\n end\n set [xvelocity v] to [0]\nend\n\nwhen flag clicked\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\ndefine airstuff\nforever\n set [speed y v] to [0]\n set [inair v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [speed y v] to [11]\n set [inair v] to [1]\n end\n change y by (speed y)\nend\n\nwhen flag clicked\nforever\n gravity\nend\n\ndefine smoothlanding\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [gravity v] to [0]\nend\n\ndefine gravity\nchange [gravity v] by (-1)\nchange y by (Gravity)\nsmoothlanding\n\nwhen flag clicked\nforever\n airstuff\nend\n\ndefine cielingdetection\nif <<not <<(speed y) = [0]> and <(Gravity) = [0]>>> and <touching (level v)?>> then\n change y by (-20)\n gravity\nend\n\nwhen flag clicked\nforever\n cielingdetection\nend\n\nwhen I start as a clone\ntrail\n\ndefine deathaffect\nrepeat (10)\n glide (0.05) secs to x: (x position) y: ((y position) + (5))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine trail\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [you lose v]\nhide\nwait until <(lose) = [2]>\nstop [other scripts in sprite v]\n\n@LEVEL\n\nwhen flag clicked\nswitch costume to (level1 v)\nforever\n play sound [Monk Maz Koshia - Zelda_ Breath Of The Wild Soundtrack v] until done\nend\n\nwhen I receive [next leeveo v]\nnext costume\ngo to x: (-33) y: (9)\n\nwhen flag clicked\nset [lose v] to [0]\nshow\ngo to x: (-33) y: (9)\nforever\n if <<key (s v) pressed?> and <not <(costume [name v]) = [level8 \(WIP\)]>>> then\n broadcast (Next Leeveo v)\n wait until <not <key (s v) pressed?>>\n change [level v] by (1)\n end\n if <not <(lose) = [1]>> then\n Shake\n else\n XtremeShake\n end\n if <(costume [name v]) = [level8 \(WIP\)]> then\n broadcast (done v)\n end\n set [levelname v] to (costume [name v])\nend\n\ndefine Shake\nchange x by (1)\nwait (0.1) seconds\nchange y by (1)\nwait (0.1) seconds\nchange x by (-1)\nwait (0.1) seconds\nchange y by (-1)\nwait (0.1) seconds\n\ndefine XtremeShake\nchange x by (15)\nwait (0.01) seconds\nchange y by (15)\nwait (0.01) seconds\nchange x by (-15)\nwait (0.01) seconds\nchange y by (-15)\nwait (0.01) seconds\n\nwhen I receive [you lose v]\nwait until <(lose) = [2]>\nhide\n\n@TEXT\n\nwhen flag clicked\nswitch costume to (text v)\nshow\nforever\n if <(Level) = [2]> then\n switch costume to (text2 v)\n end\n if <(Level) = [3]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [you lose v]\nhide\n\n@Goal\n\nwhen flag clicked\ngo to x: (-16) y: (0)\ngo to [back v] layer\n\n@spike\n\nwhen flag clicked\nset [cloneid v] to [0]\nhide\nforever\n if <(Level) = [3]> then\n switch costume to (4 3 v)\n go to x: (33) y: (-45)\n show\n else\n if <(Level) = [4]> then\n hide\n repeat (4)\n create clone of (_myself_ v)\n end\n else\n if <(Level) = [6]> then\n go to x: (30) y: (-83)\n switch costume to (4 3 v)\n show\n create clone of (_myself_ v)\n else\n if <(Level) = [8]> then\n go to x: (-43) y: (120)\n switch costume to (4 3 v)\n show\n set [cloneid v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n end\n else\n if <(Level) = [9]> then\n go to x: (-43) y: (120)\n switch costume to (4 2 v)\n show\n set [cloneid v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n end\n else\n hide\n end\n end\n end\n end\n end\nend\n\n\n\n\n\nhide\n\nwhen I start as a clone\nswitch costume to (4 3 v)\nif <(Level) = [4]> then\n if <(cloneid) = [0]> then\n go to x: (-58) y: (82)\n show\n change [cloneid v] by (1)\n else\n if <(cloneid) = [1]> then\n go to x: (-13) y: (82)\n show\n change [cloneid v] by (1)\n else\n if <(cloneid) = [2]> then\n go to x: (31) y: (82)\n show\n change [cloneid v] by (1)\n else\n if <(cloneid) = [3]> then\n go to x: (73) y: (82)\n show\n change [cloneid v] by (1)\n end\n end\n end\n end\nend\nif <(Level) = [6]> then\n go to x: (-14) y: (-84)\nend\nif <(Level) = [8]> then\n if <(cloneid) = [0]> then\n switch costume to (4 3 v)\n go to x: (42) y: (122)\n change [cloneid v] by (1)\n else\n if <(cloneid) = [1]> then\n change [cloneid v] by (1)\n delete this clone\n else\n if <(cloneid) = [2]> then\n delete this clone\n else\n hide\n end\n end\n end\nend\nif <(Level) = [7]> then\n delete this clone\nend\n\nwhen I start as a clone\nset [levelwhenstarted v] to (Level)\nforever\n if <not <(levelwhenstarted) = (Level)>> then\n delete this clone\n end\nend\n\nwhen I receive [you lose v]\nhide\ndelete this clone\n\nwhen I receive [done v]\nhide\n\nwhen I receive [you lose v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide variable [gravity v]\nhide variable [yvelocity v]\nhide variable [xvelocity v]\nif <(username) = [Yeetoburro1]> then\n ask [Statistics?] and wait\nend\nforever\n if <(answer) = [Y]> then\n show variable [gravity v]\n show variable [yvelocity v]\n show variable [xvelocity v]\n end\nend\n\n@radioactivegunk\n\nwhen flag clicked\ngo to x: (15) y: (27)\nhide\nforever\n if <(Level) = [5]> then\n switch costume to (costume1 v)\n show\n else\n if <(Level) = [6]> then\n switch costume to (costume2 v)\n show\n else\n if <(Level) = [8]> then\n switch costume to (costume3 v)\n show\n else\n if <(Level) = [7]> then\n switch costume to (costume4 v)\n show\n else\n hide\n end\n end\n end\n end\nend\n\ndefine Shake\nchange x by (3)\nwait (0.1) seconds\nchange y by (3)\nwait (0.1) seconds\nchange x by (-3)\nwait (0.1) seconds\nchange y by (-3)\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(lose) = [1]> then\n XtremeShake\n else\n Shake\n end\nend\n\ndefine XtremeShake\nchange x by (15)\nwait (0.01) seconds\nchange y by (15)\nwait (0.01) seconds\nchange x by (-15)\nwait (0.01) seconds\nchange y by (-15)\nwait (0.01) seconds\n\nwhen I receive [you lose v]\nset [lose v] to [1]\nwait until <(lose) = [2]>\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nshow variable [timeleft v]\nshow variable [level v]\n\nwhen I receive [thumbnail v]\nhide variable [level v]\nhide variable [timeleft v]\nshow\ngo to [front v] layer\n\n@platformer2\n\ndefine deathaffect\nrepeat (10)\n glide (0.05) secs to x: (x position) y: ((y position) + (5))\n change [ghost v] effect by (10)\nend\nset [death v] to [0]\n\nwhen flag clicked\nforever\n if <(death) = [1]> then\n deathaffect\n else\n go to (platformer v)\n end\nend\n\nwhen I receive [you lose v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nreset timer\nforever\n set [timeleft v] to ((150) - (timer))\n if <(Timeleft) < [0]> then\n broadcast (You lose v)\n stop [this script v]\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Youlose\n\nwhen flag clicked\nhide\n\nwhen I receive [you lose v]\nset [lose v] to [1]\nwait (3) seconds\nshow\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [7]>\n next costume\n wait (0.1) seconds\nend\nset [lose v] to [2]\nstop [all v]\n\n@skip\n\nwhen flag clicked\nshow\ngo to x: (168) y: (145)\nforever\n if <(levelname) = [level8 \(WIP\)]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n show\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nif <(levelname) = [level8 \(WIP\)]> then\n stop [this script v]\nelse\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n change [level v] by (1)\n broadcast (Next Leeveo v)\nend\n\nif then\nend\n\n | If you liked the project, please love, favorite, and follow to show your support! Thanks to @mister_dazzling for curating this, and @GrahamSH for proposing it for curation. \n\n\nBeat my time (No skips, but you are allowed to break the game): 125.416 \nLoved by @StratfordJames He also commented, way down at the bottom (Scroll down for game story)\nMake sure to press the green flag 2 times to make sure everything loaded correctly. \nYou were working at a nuclear power plant when all of a sudden, there was an earthquake! Avoid self-destruct remotes and nuclear waste as you make your way to the basement to escape through the emergency tunnels before an aftershock arrives. |
Stones v1.3 (First Scrolling Platformer) | @Stage\n\ndefine Camera Shake Amount (amount) Falloffs (falloffs)\nset [my variable v] to (amount)\nrepeat until <(round (my variable)) < [0]>\n set [camera shake x v] to ((my variable) * (pick random (-1) to (1)))\n set [camera shake y v] to ((my variable) * (pick random (-1) to (1)))\n set [my variable v] to ((my variable) * (falloffs))\nend\n\nwhen flag clicked\nCamera Shake Amount [50] Falloffs [.9]\n\nwhen I receive [hide intro v]\nstop all sounds\nforever\n play sound [Amadeus - Imaginary v] until done\n play sound [Amadeus - Lightspeed v] until done\nend\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest dying\nBouce?\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nBouce?\nPosition\nTest dying\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\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 [15]\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 (bouncy v)?> then\n start sound [Basketball Bounce v]\n set [sy v] to [29]\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 [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)\n end\n if <(EXIT) = [win]> then\n Win\n else\n Lose\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 [1170]\n set [y v] to [161]\nend\nif <(Check) = [2]> then\n set [x v] to [3414]\n set [y v] to [68]\nend\nif <(Check) = [3]> then\n set [x v] to [4604]\n set [y v] to [122]\nend\nif <(Check) = [4]> then\n set [x v] to [5922]\n set [y v] to [30]\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]\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 Lose\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 (spikes v)?> or <touching (lava v)?>> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\nwhen I receive [start v]\nbroadcast (playgame v) and wait\n\ndefine Bouce?\n\nwhen flag clicked\nswitch costume to (1 v)\nbroadcast (playgame v)\npoint in direction (90)\n\nwhen I receive [next costume v]\nnext costume\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (Scroll X)) ((Platforms: 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 [setup v]\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: [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]\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [hide intro v]\nshow\n\n@Lava\n\nwhen I receive [tick v]\nposition ((danger: x) - (Scroll X)) ((danger: y) - (Scroll Y))\nset [danger: 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\nset [ghost v] effect to (0)\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\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: [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]\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Spikes\n\nwhen I receive [tick v]\nposition ((danger2: x) - (Scroll X)) ((danger2: y) - (Scroll Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n go to [back v] layer\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [danger2: x v] to [0]\nset [danger2: 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]\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 [danger2: x v] by (x)\nchange [danger2: y v] by (y)\nnext costume\n\nwhen flag clicked\n\n@Bouncy\n\nwhen I receive [tick v]\nposition ((danger2: x) - (Scroll X)) ((danger2: 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 [danger2: x v] to [0]\nset [danger2: 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]\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 [danger2: x v] by (x)\nchange [danger2: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Intro2\n\nwhen flag clicked\ngo [forward v] (333) layers\nshow\ngo to [front v] layer\nclear graphic effects\nshow\nstart sound [Song v]\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n go to x: (((x position) + (Camera Shake X)) + (pick random (-1) to (2))) y: (((y position) + (Camera Shake Y)) + (pick random (-1) to (2)))\nend\n\nwhen flag clicked\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nbroadcast (Hide Intro v) and wait\nhide\n\nwhen flag clicked\n\nwhen I receive [hide intro v]\nhide\n\n@Background\n\nwhen flag clicked\nshow\n\nwhen I receive [hide intro v]\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@250119code2\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nwait (.8) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hide intro v]\nhide\n\n@Text\n\nwhen I receive [tick v]\nposition ((danger2: x) - (Scroll X)) ((danger2: y) - (Scroll Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n go to [back v] layer\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [danger2: x v] to [0]\nset [danger2: 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\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger2: x v] by (x)\nchange [danger2: y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Checkpoints\n\nwhen I receive [tick v]\nposition ((danger2: x) - (Scroll X)) ((danger2: y) - (Scroll Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n go to [back v] layer\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [danger2: x v] to [0]\nset [danger2: 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]\n Clone at x: [482] y: [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger2: x v] by (x)\nchange [danger2: y v] by (y)\nnext costume\n\nwhen I start as a clone\nwait until <<touching (player v)?> and <(costume [number v]) = [3]>>\nplay sound [Ding - Sound Effect \[HD\] v] until done\nset [check v] to [1]\n\nwhen I start as a clone\nwait until <<touching (player v)?> and <(costume [number v]) = [8]>>\nplay sound [Ding - Sound Effect \[HD\] v] until done\nset [check v] to [2]\n\nwhen I start as a clone\nwait until <<touching (player v)?> and <(costume [number v]) = [10]>>\nplay sound [Ding - Sound Effect \[HD\] v] until done\nset [check v] to [3]\n\nwhen I start as a clone\nwait until <<touching (player v)?> and <(costume [number v]) = [14]>>\nplay sound [Ding - Sound Effect \[HD\] v] until done\nset [check v] to [4]\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [hide intro v]\nshow\ngo to x: (196) y: (134)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n broadcast (Next Costume v)\n wait (1) seconds\n end\n else\n set size to (100) %\n end\nend\n\ndefine Hello\n\nHello\n\n | In order to move, use WASD/Arrow Keys/Mobile Controls. Avoid both spikes and lava or be sent to the last checkpoint you touched. You can wall jump. There is also jump pads (yellow) and checkpoints (green). You can also press the green button for a different costume.\n⭐Updates:\n⭐1 more level\n⭐Reworked some art\n⭐New sounds\n⭐Reduced lag |
✦ Dark Cave || A platformer ✦ | @Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nswitch backdrop to (home v)\nhide\n\nwhen I receive [intro3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [intro3 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nrepeat (10)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [play !!! v]\nstop all sounds\nforever\n play sound [Mystery Spy v] until done\nend\n\nwhen I receive [play !!! v]\nswitch backdrop to (black could v)\n\nwhen I receive [play !!! 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 [pixelate v] effect by (8)\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 (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 [pixelate v] effect by (8)\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 (toxic water 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 [pixelate v] effect by (8)\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 (danger 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 [pixelate v] effect by (8)\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\nend\n\nwhen I receive [change v]\n\nwhen I receive [change v]\nnext costume\n\nwhen I receive [end v]\nwait (1) seconds\nstop all sounds\nstop [other scripts in sprite v]\nswitch backdrop to (end v)\nglide (0.2) secs to x: (0) y: (0)\nforever\n play sound [MountainSiffle v] until done\nend\n\n@SuperCookii\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\npoint in direction (90)\nswitch costume to (supercookii v)\nset size to (200) %\nchange [ghost v] effect by (10)\nshow\nrepeat (20)\n change size by (-10)\n change [ghost v] effect by (-5)\nend\nrepeat (24)\n change size by (4)\nend\nset size to (125) %\nwait (0.2) seconds\nset size to (100) %\nbroadcast (intro1 v)\n\nwhen flag clicked\nplay sound [MountainSiffle v] until done\nstop [other scripts in sprite v]\nbroadcast (intro3 v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [intro2 v]\nset rotation style [all around v]\nrepeat (10)\n turn right (5) degrees\n change size by (1)\nend\nrepeat (10)\n turn left (5) degrees\nend\nwait (0.2) seconds\nrepeat (10)\n turn left (5) degrees\n change size by (-1)\nend\nrepeat (10)\n turn right (5) degrees\nend\nbroadcast (message1 v)\n\nwhen flag clicked\nrepeat until <(backdrop [name v]) = [Black Cloud]>\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (-200) y: (-150)\nset size to (20) %\n\n@SuperCookiiTitle\n\nwhen I receive [message1 v]\nclear graphic effects\nset size to (200) %\nset [pixelate v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (-2)\n change [pixelate v] effect by (-4)\nend\nset size to (100) %\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro3 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@Transitions\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\ngo to [back v] layer\nshow\n\nwhen I receive [intro1 v]\nswitch costume to (1 v)\nshow\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nbroadcast (intro2 v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nchange [color v] effect by (50)\ngo to x: (500) y: (0)\nglide (0.6) secs to x: (-500) y: (0)\ndelete this clone\n\nrepeat (3)\n\nwhen I receive [intro3 v]\nswitch costume to (1 v)\nshow\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nhide\n\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (0.6) seconds\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nbroadcast (intro2 v)\n\n@play\n\nwhen flag clicked\nset size to (150) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\nset rotation style [all around v]\nforever\n repeat (10)\n turn right (1) degrees\n change size by (1)\n end\n repeat (10)\n turn left (1) degrees\n end\n wait (1) seconds\n repeat (10)\n turn left (1) degrees\n change size by (-1)\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen I receive [intro3 v]\nrepeat until <(backdrop [name v]) = [Black Could]>\n play sound [... v] until done\nend\n\nwhen this sprite clicked\nbroadcast (PLAY !!! v)\nhide\n\n@change\n\nwhen flag clicked\nset size to (160) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (change v)\n\nwhen I receive [play !!! v]\nhide\n\n@Sprite2\n\nwhen I receive [intro3 v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\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) to (3)) secs to x: (-240) y: (pick random (-180) to (180))\ndelete this clone\n\nwhen flag clicked\nhide\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [new v]\nif <(costume [name v]) = [20]> then\n broadcast (end v)\nelse\n next costume\nend\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 [play !!! v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [intro3 v]\nshow\n\nwhen I receive [intro3 v]\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nforever\n go to [back v] layer\n go to (player v)\nend\n\n@Deco\n\nwhen I receive [play !!! v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nswitch costume to (1 v)\nstop [other scripts in sprite v]\n\n@toxic water\n\nwhen flag clicked\ngo to x: (0) y: (-10)\ngo to [back v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [3]>\nset size to (50) %\ngo to x: (0) y: (-10)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\nset rotation style [all around v]\nforever\n turn right (3) degrees\nend\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [4]>\ngo to x: (0) y: (-90)\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [8]>\ngo to x: (160) y: (-90)\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [9]>\ngo to x: (-75) y: (-90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [9]> then\n go to x: (175) y: (-90)\n wait until <(costume [name v]) = [10]>\n delete this clone\nelse\n if <(costume [name v]) = [10]> then\n go to x: (-175) y: (190)\n wait until <(costume [name v]) = [11]>\n delete this clone\n else\n go to x: (0) y: (180)\n wait until <(costume [name v]) = [13]>\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nforever\n turn right (3) degrees\nend\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [10]>\ngo to x: (160) y: (-90)\ncreate clone of (_myself_ v)\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [12]>\ngo to x: (0) y: (-90)\ncreate clone of (_myself_ v)\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [15]>\ngo to x: (110) y: (-90)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Miniature\n\nwhen flag clicked\nhide\n\n | ✦ Dark Cave || A platformer ✦\n\n✭ Use the arrows to advance or jump ;) !\n✭ Don't touch the spikes !\n✭ Win and have fun ;) ! |
PLATFORMER TUTORIAL part2 | @Stage\n\nwhen flag clicked\nif <not <(username) = [gravityv]>> then\n change [☁ views v] by (1)\nend\n\nset [☁ views v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@SLIDES\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nglide\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n next costume\n if <(costume [number v]) = [3]> then\n broadcast (example v)\n else\n broadcast (hide v)\n end\n glide\n end\nend\n\ndefine glide\ngo to x: (435) y: (0)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\nend\n\n@scripts\n\nwhen flag clicked\nhide\ngo to x: (-170) y: (8)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [example v]\ngo to x: (-170) y: (8)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n if <touching (_edge_ v)?> then\n go to x: (-170) y: (8)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n change x by (Xv)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [xv v] to [10]\n set [yv v] to [10]\n else\n set [xv v] to [-10]\n set [yv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n else\n set [xv v] to ((Xv) * (0.8))\n end\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n if <key (up arrow v) pressed?> then\n if <(jumped?) = [0]> then\n set [yv v] to [11]\n set [jumped? v] to [1]\n end\n end\n else\n change [yv v] by (-1)\n set [jumped? v] to [0]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [example v]\nshow\n\nwhen I receive [hide v]\nhide\n\n | PLATFORMER TUTORIAL\nI hope this tutorial can let you know how to make a platformer, and even scroll! If you like, love and fav plz! |
Aqua | The Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [1 v] until done\nend\n\nwhen I receive [next v]\nnext backdrop\n\n@Player \n\nwhen flag clicked\nshow\nset [x v] to [0]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-195) y: (-67)\nset [yvel v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side movement speed: [3] friction: [.7] slope: []\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side movement speed: (side movment) friction: (friction) slope: (slope)\nset rotation style [left-right v]\nchange [yvel v] by (gravity)\nchange y by (yVel)\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by ((([abs v] of (yVel) ) / (yVel)) * (-1))\n end\n set [yvel v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (yVel) ) / (yVel)) = [-1]>> * (jump height))\nend\nset [xvel v] to ((((xVel) + (<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movment) * (-1)))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movment))) * (friction))\nchange x by (xVel)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (platforms v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (platforms v)?> then\n change y by (slope)\n repeat until <not <touching (platforms v)?>>\n change x by ((([abs v] of (xVel) ) / (xVel)) * (-1))\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <touching (line2 v)?> then\n broadcast (Next v)\n go to x: (-187) y: (-129)\n end\n if <touching (anchors v)?> then\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Oof v)\n go to x: (-187) y: (-129)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\nend\n\nPlatform Gravity: [-1] Jump Height: [15] Side movement speed: [4] friction: [.7] slope: []\n\nwhen I receive [oof v]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side movement speed: [3] friction: [.7] slope: []\nend\n\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by ((([abs v] of (yVel) ) / (yVel)) * (-1))\n end\n set [yvel v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (yVel) ) / (yVel)) = [-1]>> * (jump height))\nend\n\nwhen flag clicked\nforever\n\ngo to x: (-195) y: (yVel)\n\ngo to x: (-195) y: (-67)\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\nend\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen I receive [left v]\npoint in direction (-90)\n\n@Platforms\n\ngo to x: (-3) y: (0)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Anchor v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (Show v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\n\n\n@Bubbles\n\nswitch costume to (kostium8 v)\n\nset [ghost v] effect to (45)\n\nwhen flag clicked\nset size to (60) %\nswitch costume to (kostium4 v)\nhide\nforever\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nset size to (100) %\n\ngo to [back v] layer\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (30) to (80))\nset size to (pick random (5) to (50)) %\ngo to x: (pick random (-234) to (236)) y: (-162)\nshow\nswitch costume to (pick random (4) to (6))\nforever\n repeat (pick random (1) to (5))\n change y by (pick random (0.0.1) to (1))\n end\nend\n\nshow\n\nwait (pick random (0.1) to (0.5)) seconds\n\nchange y by (pick random (0.0.1) to (1))\n\nrepeat (pick random (1) to (5))\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ngo to x: (pick random (-234) to (236)) y: (-162)\n\nwhen I start as a clone\nforever\n if <touching (line v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n delete this clone\n end\n end\nend\n\n@Subtitles\n\nwhen flag clicked\ngo to x: (-71) y: (148)\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nwait until <(costume [number v]) = [11]>\ngo to x: (0) y: (0)\nbroadcast (End Credits v)\n\n@Anchors\n\nwhen I receive [anchor v]\ngo to x: (0) y: (0)\nswitch costume to (kostium2 v)\nshow\n\nwhen flag clicked\nswitch costume to (kostium5 v)\nhide\n\ngo to x: (36) y: (28)\n\nwhen I receive [next v]\nnext costume\n\n@Line\n\ngo to x: (36) y: (28)\n\nwhen flag clicked\nshow\nchange [ghost v] effect by (100)\nswitch costume to (kostium1 v)\ngo to x: (0) y: (135)\n\n@Line2\n\nwhen flag clicked\nshow\ngo to x: (238) y: (15)\nchange [ghost v] effect by (100)\nswitch costume to (kostium2 v)\n\nwhen I receive [end credits v]\nforever\n hide\nend\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nrepeat (100)\n show\nend\n\ngo to x: (200) y: (45)\n\nchange x by (3)\n\nchange y by (-10)\n\ngo to x: (243) y: (45)\n\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (3) y: (2)\n set [ghost v] effect to (100)\n go to [front v] layer\n switch costume to (kostium1 v)\n show\nend\n\n | -----------------------------English----------------------\nWelcome to the Aqua Platformer! There are only 10 levels at the moment. The game may contain bugs. If you found a game error or a grammar error somewhere, write in the comments. This is my first platformer like this, hope you enjoy!\n\nInstructions:\n\nW/Up arrow - jump\nA,D/ Left and right arrows- walk\n\n\n------------------------------Polish-----------------------\nWitaj w Aqua Platformer! Na razie jest tu tylko 10 poziomów. Gra może zawierać błędy. Jeżeli znalazłeś/aś błąd w grze lub gramatyczny, napisz w komentarzach. To moja pierwsza taka platformówka, mam nadzieję, że wam się spodoba!\n\nInstrukcje:\n\nW/ strzałka w górę - skok\nA,D/ lewa i prawa strzałka - chodzenie |
ADVENTUROUS II a scrolling platformer #Games | @Stage\n\nwhen [m v] key pressed\nhide variable [mouse v]\n\nwhen flag clicked\n\nset volume to (50) %\n\nwhen flag clicked\nforever\n set volume to ((volume) / (2)) %\nend\n\nwhen I receive [play game v]\nforever\n play sound [softer v] until done\nend\n\nset [mouse v] to [0]\n\nchange [color v] effect by (1)\n\nwhen I receive [play game v]\nforever\n switch backdrop to (1 v)\n repeat (44)\n next backdrop\n wait (2) seconds\n end\nend\n\nrepeat (10)\n\n\n\nif <not <(backdrop [name v]) = [intro]>> then\n\nwait (0.5) seconds\n\nset [mouse v] to (join (join [x: ] ((mouse x) + (SCROLL X))) (join [, ] (join [y: ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nclear graphic effects\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\nset [lag prevention v] to [no]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nswitch backdrop to (1 v)\n\nwhen I receive [play game v]\nset [win? v] to [no]\nset size to (100) %\npoint in direction (90)\nset [level v] to [1]\nswitch costume to (right 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) and wait\n end\n if <(EXIT) = [WIN]> then\n Game Win\n broadcast (game win v) and wait\n else\n if <(EXIT) = [SKIP]> then\n skip\n broadcast (game skip v) and wait\n else\n if <(lag prevention) = [no]> then\n clone particles [20]\n Game Die\n else\n game die 2\n end\n end\n end\nend\n\ndefine Game On\nclear graphic effects\nset size to (100) %\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nshow\nset [exit v] to []\nbroadcast (new score v)\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 if <(love fav) = [no]> then\n switch costume to (left v)\n else\n switch costume to (monkey left v)\n end\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 if <(love fav) = [no]> then\n switch costume to (right v)\n else\n switch costume to (monkey right v)\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <touching (trampoline v)?> then\n set volume to (volume) %\n start sound [Jump v]\n set [sy v] to [25]\nend\nchange [sy v] by (-1.5)\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 <(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 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 volume to (volume) %\nstart sound [Crunch v]\nhide\nwait (1) seconds\nset [exit v] to [die]\nhide\nwait (0.5) seconds\n\ndefine test die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <key (r v) pressed?> then\n set [exit v] to [die]\nend\n\ndefine Game Win\nset volume to (volume) %\nstart sound [teleport v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\n\ndefine clone particles (num)\nrepeat (num)\n create clone of (particles v)\nend\n\nwait (1) seconds\n\nwhen [l v] key pressed\nif <(lag prevention) = [no]> then\n set [lag prevention v] to [yes]\nelse\n set [lag prevention v] to [no]\nend\n\ndefine game die 2\nset volume to (volume) %\nstart sound [Crunch v]\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nwait (1) seconds\nset [exit v] to [die]\n\ndefine skip\nhide\nchange [level v] by (1)\n\nchange [level v] by (1)\n\nwhen I receive [skip v]\nset [exit v] to [SKIP]\n\nwhen I receive [alert v]\nswitch costume to (monkey right v)\n\nwhen flag clicked\nhide\n\nset [scroll x v] to [1000]\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nset volume to (volume) %\nstart sound [Jump v]\nset [sy v] to [25]\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 [-360]\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: [360] y: [0]\n clone at x: [720] y: [0]\n clone at x: [1080] y: [0]\n clone at x: [1440] y: [0]\n clone at x: [1800] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n clone at x: [0] y: [0]\n clone at x: [410] y: [0]\n clone at x: [820] y: [0]\n clone at x: [1230] y: [0]\n clone at x: [1640] y: [0]\n clone at x: [2050] y: [0]\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: [410] y: [0]\n clone at x: [880] y: [0]\n clone at x: [1290] y: [0]\n clone at x: [1700] 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: [410] y: [0]\n clone at x: [880] y: [0]\n clone at x: [1290] y: [0]\n clone at x: [1700] y: [0]\n clone at x: [2250] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n clone at x: [0] y: [0]\n clone at x: [410] y: [0]\n clone at x: [880] y: [0]\n clone at x: [1290] y: [0]\n clone at x: [1390] y: [380]\n else\n switch costume to (end v)\n set [sda v] to [0]\n repeat (21)\n switch costume to (end v)\n clone at x: (sda) y: [0]\n change [sda v] by (450)\n end\n broadcast (win v) and wait\n end\n end\n end\n end\nend\nset [x v] to [9999999999999999999999999999999999999999]\n\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nhide\n\nswitch costume to (pick random (25) to (29))\n\nclone at x: [1700] y: [0]\nclone at x: [2250] y: [0]\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]\nset [x v] to [-360]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [0] y: [0]\n clone at x: [360] y: [0]\n clone at x: [720] y: [0]\n clone at x: [1080] y: [0]\n clone at x: [1440] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n clone at x: [0] y: [0]\n clone at x: [410] y: [0]\n clone at x: [820] y: [0]\n clone at x: [1230] y: [0]\n clone at x: [1640] y: [0]\n clone at x: [2050] y: [0]\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: [410] y: [0]\n clone at x: [880] y: [0]\n clone at x: [1290] y: [0]\n clone at x: [1700] 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: [410] y: [0]\n clone at x: [880] y: [0]\n clone at x: [1290] y: [0]\n clone at x: [1700] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n clone at x: [0] y: [0]\n clone at x: [410] y: [0]\n clone at x: [880] y: [0]\n clone at x: [1290] y: [0]\n clone at x: [1390] y: [380]\n end\n end\n end\n end\nend\n\nswitch costume to (5 all v)\n\nset [x v] to [1440]\nset [y v] to [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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nhide\n\nclone at x: [1290] y: [0]\n\nswitch costume to (3 1 v)\nclone at x: [0] y: [0]\nclone at x: [410] y: [0]\nclone at x: [880] y: [0]\nclone at x: [1290] y: [0]\n\nclone at x: [0] y: [0]\nclone at x: [410] y: [0]\nclone at x: [880] y: [0]\nclone at x: [1290] y: [0]\n\nclone at x: [0] y: [0]\nclone at x: [410] y: [0]\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [WIN]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [-360]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n show\n clone at x: [1900] y: [120]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n show\n clone at x: [2145] y: [30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n show\n clone at x: [1745] y: [10]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n show\n clone at x: [2300] y: [10]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n show\n clone at x: [1225] y: [600]\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 (open v)\nshow\n\nwhen I receive [open portal v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nturn right (5) degrees\n\nturn right (5) degrees\n\ncreate clone of (_myself_ v)\n\nclear graphic effects\n\nrepeat until <not <(WIN?) = [WIN]>>\n change [color v] effect by (10)\nend\n\npoint in direction (90)\n\n@coin\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (120) %\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(lag prevention) = [no]> then\n next costume\nelse\n switch costume to (costume13 v)\nend\nif <touching (player v)?> then\n set volume to (volume) %\n start sound [Collect v]\n change [collected v] by (1)\n broadcast (new score v)\n if <(COLLECTED) = (MAX COLLECTED)> 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 [max collected v] to [0]\nset [x v] to [-360]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [max collected v] to [0]\n switch costume to (dot v)\n clone at x: [360] y: [220]\n clone at x: [635] y: [120]\n clone at x: [1285] y: [180]\n clone at x: [1370] y: [260]\n clone at x: [1285] y: [180]\n clone at x: [1370] y: [260]\n clone at x: [1475] y: [180]\n clone at x: [1570] y: [180]\n clone at x: [1820] y: [100]\nelse\n if <(LEVEL) = [2]> then\n set [max collected v] to [0]\n switch costume to (dot v)\n clone at x: [135] y: [5]\n clone at x: [550] y: [100]\n clone at x: [825] y: [15]\n clone at x: [1150] y: [30]\n clone at x: [1820] y: [35]\n clone at x: [2055] y: [-5]\n else\n if <(LEVEL) = [3]> then\n set [max collected v] to [0]\n switch costume to (dot v)\n clone at x: [361] y: [60]\n clone at x: [430] y: [60]\n clone at x: [540] y: [105]\n clone at x: [620] y: [105]\n clone at x: [1220] y: [70]\n clone at x: [1270] y: [190]\n clone at x: [1680] y: [-10]\n else\n if <(LEVEL) = [4]> then\n set [max collected v] to [0]\n switch costume to (dot v)\n clone at x: [1960] y: [0]\n clone at x: [2220] y: [-3]\n else\n if <(LEVEL) = [5]> then\n set [max collected v] to [0]\n switch costume to (dot v)\n clone at x: [225] y: [100]\n clone at x: [435] y: [100]\n clone at x: [790] y: [0]\n clone at x: [960] y: [0]\n clone at x: [1420] y: [200]\n clone at x: [1415] y: [300]\n clone at x: [1575] y: [430]\n clone at x: [1280] y: [540]\n end\n end\n end\n end\nend\nset [x v] to [99999999999999]\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 [max collected v] by (1)\n\nset [max collected v] to [0]\n\nforever\n\ngo to x: (0) y: (0)\n\ndefine particle 2 (num)\nrepeat (num)\n create clone of (particles2 v)\nend\n\ncreate clone of (collectables2 v)\n\nwait (0.05) seconds\nchange size by (100)\n\nwhen flag clicked\n\nforever\n set volume to (volume) %\nend\n\nstop [this script v]\n\nbroadcast (Open portal v) and wait\n\n@trampoline\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-360]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n clone at x: [185] y: [0]\nelse\n if <(LEVEL) = [2]> then\nend\nset [x v] to [99999999999999999999999]\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\nhide\n\ncreate clone of (_myself_ v)\nnext costume\n\nclone at x: [360] y: [0]\nclone at x: [720] y: [0]\nclone at x: [1080] y: [0]\nclone at x: [1440] y: [0]\n\nnext costume\n\nset [y v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(lag prevention) = [no]>> then\n switch costume to (1 v)\n repeat (8)\n next costume\n end\n end\n wait until <not <touching (player v)?>>\nend\n\nswitch costume to (1 v)\n\nrepeat (4)\n next costume\nend\n\n@Engine\n\ndefine render (text) at size (size) at x (x) y (y) bright (bright)\nset [size v] to (size)\nclear graphic effects\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((size) * (-0.3))\n end\n change [count v] by (1)\n if <<(letter (count) of (text)) = [ ]> and <not <(x) = (x position)>>> then\n change x by ((size) * (0.07))\n else\n switch costume to (cs v)\n switch costume to (letter (count) of (text))\n if <(costume [number v]) = [90]> then\n switch costume to (join (letter (count) of (text)) [2])\n end\n set [x v] to (x position)\n set [y v] to (y position)\n if <(length of (text)) > [300]> then\n stamp\n else\n create clone of (_myself_ v)\n end\n change x by ((((item (costume [number v]) of [width v]) * (size)) / (100)) + ((size) * (0.017)))\n end\nend\nhide\n\ndefine type (text) at size (size) at x (x) y (y) bright (bright)\nset [size v] to (size)\nclear graphic effects\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((size) * (-0.3))\n end\n change [count v] by (1)\n if <<(letter (count) of (text)) = [ ]> and <not <(x) = (x position)>>> then\n change x by ((size) * (0.07))\n else\n switch costume to (cs v)\n switch costume to (letter (count) of (text))\n if <(costume [number v]) = [90]> then\n switch costume to (join (letter (count) of (text)) [2])\n end\n set [x v] to (x position)\n set [y v] to (y position)\n if <(length of (text)) > [300]> then\n stamp\n else\n create clone of (_myself_ v)\n end\n change x by ((((item (costume [number v]) of [width v]) * (size)) / (100)) + ((size) * (0.017)))\n end\nend\nhide\n\nwhen I start as a clone\nshow\nset x to ((x) + (offset x))\nset y to ((y) + (offset y))\nset size to ((offset size) + (size)) %\n\nwhen I receive [del_clones v]\nerase all\ndelete this clone\n\nwhen flag clicked\nhide\nbroadcast (del_clones v) and wait\n\nwhen I receive [new score v]\nbroadcast (del_clones v)\nrender (join (COLLECTED) (join [/] (join (MAX COLLECTED) [ coins]))) at size (100) at x (100) y (150) bright (0)\n\nshow\n\nwhen I receive [play game v]\nbroadcast (del_clones v)\nrender (join (COLLECTED) (join [/] (join (MAX COLLECTED) [ coins]))) at size (100) at x (100) y (150) bright (0)\n\n@Particles\n\nwhen I start as a clone\ngo to (player v)\nif <(love fav) = [no]> then\n switch costume to (regular v)\nelse\n switch costume to (monkey v)\nend\nset [xv v] to (pick random (-10) to (10))\nclear graphic effects\nshow\nset size to (pick random (80) to (120)) %\nset [yv v] to (pick random (5) to (30))\nrepeat (50)\n turn right (2) degrees\n change [yv v] by (-2)\n go to x: ((x position) + (Xv)) y: ((y position) + (Yv))\n change [ghost v] effect by (2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nset [color v] effect to (COLOR)\n\nwhen flag clicked\nhide\n\n@mute button\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (mute v)\n set [volume v] to [0]\nelse\n switch costume to (unmute v)\n set [volume v] to [100]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\nend\n\nwhen I receive [play game v]\nshow\nswitch costume to (unmute v)\nset [volume v] to [100]\ngo to x: (-190) y: (140)\n\nshow\n\nwhen I receive [tick v]\nset volume to (volume) %\n\n@skip\n\npoint in direction (90)\n\nwhen I receive [play game v]\nshow\n\nwhen this sprite clicked\nbroadcast (skip v)\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nforever\nend\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\nend\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n else\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@Sprite4\n\nwhen I receive [alert v]\nset [love fav v] to [yes]\ngo to x: (0) y: (0)\nshow\nswitch costume to (lovefav v)\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\nend\nwait (2) seconds\nrepeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nset [love fav v] to [no]\n\nwhen I receive [win v]\nset [win? v] to [yes]\ngo to x: (0) y: (0)\nshow\nswitch costume to (win v)\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\nend\ngo to x: (0) y: (0)\nshow\nswitch costume to (win 2 v)\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\nend\nbroadcast (end v) and wait\n\nrepeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\nend\nwait until <key (space v) pressed?>\n\nset [win? v] to [yes]\n\nbroadcast (end v) and wait\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [game win v]\nswitch costume to (win v)\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\nwhen I receive [game skip v]\nswitch costume to (skip v)\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@thumbnail\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: (0) y: (-20)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n set [aaaaaa v] to (timer)\nend\n\nhide\nforever\n\nwhen [timer v] > (AAAAAA)\ngo to [front v] layer\ngo to x: (-300) y: (-20)\nswitch backdrop to (intro v)\nshow\nSmooth Glide x: (0) y: (-20) speed: (9)\n\nwhen I receive [tick v]\n\ngo to [front v] layer\n\n@clouds\n\nwhen flag clicked\n\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\n\nshow\nif <(pick random (1) to (2)) = [1]> then\n set [ghost v] effect to (pick random (25) to (75))\n go to x: (-300) y: (pick random (0) to (150))\n switch costume to (pick random (1) to (5))\n repeat until <[270] < (x position)>\n go to [back v] layer\n change x by (3)\n end\nelse\n set [ghost v] effect to (pick random (25) to (75))\n go to x: (300) y: (pick random (0) to (100))\n switch costume to (pick random (1) to (5))\n repeat until <(x position) < [-290]>\n go to [back v] layer\n change x by (-3)\n end\nend\ndelete this clone\n\nchange [ghost v] effect by (pick random (25) to (75))\n\nchange [ghost v] effect by (pick random (25) to (75))\n\n@Mountains\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition (((x) - (SCROLL X)) / (10)) (((y) - (SCROLL Y)) / (10))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\n\ncreate clone of (_myself_ v)\nswitch costume to (5 2 v)\nchange [sda v] by (450)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nswitch costume to (pick random (25) to (29))\n\nclone at x: [1700] y: [0]\nclone at x: [2250] y: [0]\n\n@report\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\nforever\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\n@Sprite2\n\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\n\nif <(report) = [false]> then\n hide\nelse\n go to [front v] layer\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\nend\nforever\nend\n\n | |
Twilight Island -A Scrolling Platformer- | @Stage\n\nwhen I receive [start v]\nforever\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) 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\nwater?\nDie?\nrepeat until <not <<<touching (platforms v)?> or <touching (platforms2 v)?>> or <touching (platforms3 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\nwater?\nDie?\nif <<<touching (platforms v)?> or <touching (platforms2 v)?>> or <touching (platforms3 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<<touching (platforms v)?> or <touching (platforms2 v)?>> or <touching (platforms3 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))>> and <<(Button Clicked?) = [0]> and <(Shop) = [0]>>>> 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)?>> or <touching (platforms3 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)>> and <<(Button Clicked?) = [0]> and <(Shop) = [0]>>>> then\n point in direction (-90)\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)>> and <<(Button Clicked?) = [0]> and <(Shop) = [0]>>>> then\n point in direction (90)\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))>> and <<(Button Clicked?) = [0]> and <(Shop) = [0]>>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-1.5)\n end\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))>> and <<(Button Clicked?) = [0]> and <(Shop) = [0]>>>> then\n set [sy v] to [5]\n else\n set [sy v] to [-1.5]\n end\nend\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) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (bounce v)?> then\n start sound [Big Boing v]\n set [sy v] to [28]\nend\n\nwhen flag clicked\nset [skip? v] to [0]\nset [shades bought? v] to [no]\nset [crown bought v] to [no]\nswitch costume to (dark v)\nset rotation style [left-right v]\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [playgame v]\nset [loading v] to [1]\nset [level v] to [1]\nforever\n set [loading v] to [1]\n set [ghost of player v] to [100]\n set [start v] to [0]\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n wait until <(start) = [1]>\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n win\n else\n die\n end\nend\n\ndefine Game on\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [-150]\nset [y 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]\nset [ghost of player v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine win\nif <(Skip?) = [1]> then\n change [level v] by (1)\n hide\n set [ghost of player v] to [100]\n set [skip? v] to [0]\nelse\n show\n set size to (100) %\n set [ghost v] effect to (0)\n set [ghost of player v] to [0]\n set rotation style [all around v]\n repeat (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)\n change [ghost of player v] by (2)\n end\n set [ghost of player v] to [100]\n change [level v] by (1)\n set rotation style [left-right v]\n hide\nend\n\ndefine die\nset [ghost of player v] to [0]\nset [exit v] to []\nset rotation style [all around v]\nrepeat (15)\n change [ghost v] effect by (2)\n change [ghost of player v] by (2)\n turn right (18) degrees\n change y by (8)\nend\nset [ghost of player v] to [100]\nset rotation style [left-right v]\nhide\nwait (.5) seconds\nset [exit v] to []\nset [ghost of player v] to [0]\n\ndefine water?\nif <touching (water v)?> then\n set [water v] to [1]\nelse\n set [water v] to [0]\nend\n\ndefine Die?\nif <touching (danger v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [dark v]\nswitch costume to (dark v)\n\nwhen I receive [enemy killed v]\nset [sy v] to [20]\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [twilight v]\nswitch costume to (twilight v)\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\ngo to [front v] layer\ngo [backward v] (8) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nwait (0) seconds\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [5]> then\n wait (0) seconds\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 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 else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Deco\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\ngo [backward v] (7) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nwait (0) seconds\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 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 else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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\ngo to [back v] layer\n\nwhen I receive [green flag v]\nhide\ngo to [back 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]\nwait (0) seconds\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 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 else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] 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 else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [7]> then\n switch costume to (level 5 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 end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\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 [front 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]\nset [collected v] to [0]\nset [max collected v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [0]\n Clone at x: [250] y: [100]\n Clone at x: [400] y: [0]\n Clone at x: [150] y: [100]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [530] y: [140]\n Clone at x: [500] y: [-100]\n Clone at x: [100] y: [200]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-50] y: [200]\n Clone at x: [550] y: [0]\n Clone at x: [250] y: [-50]\n Clone at x: [1025] y: [-250]\n Clone at x: [300] y: [300]\n Clone at x: [200] y: [-100]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [300] y: [300]\n Clone at x: [600] y: [-150]\n Clone at x: [375] y: [-100]\n Clone at x: [250] y: [100]\n Clone at x: [670] y: [0]\n Clone at x: [300] y: [-75]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [300] y: [70]\n Clone at x: [300] y: [80]\n Clone at x: [1000] y: [70]\n Clone at x: [390] y: [0]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [-180] y: [175]\n Clone at x: [275] y: [70]\n Clone at x: [575] y: [0]\n Clone at x: [320] y: [-50]\n Clone at x: [375] y: [-90]\n Clone at x: [200] y: [70]\n Clone at x: [400] y: [135]\n end\n end\n end\n end\n end\nend\nset [y v] to [9999999999999]\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\nchange [max collected v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [550] y: [0]\nClone at x: [250] y: [-50]\nClone at x: [1025] y: [-250]\nClone at x: [300] y: [300]\nClone at x: [200] y: [-100]\n\nClone at x: [400] y: [-100]\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\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nwait (0) seconds\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 1 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Deco2\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]\nwait (0) seconds\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 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 else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Platforms2\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nhide\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nset [loading v] to [1]\nset [level v] to [1]\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (moving platform v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\nelse\n if <(LEVEL) = [2]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (moving platform2 v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [4]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [5]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (moving platform2 v)\n Clone at x: [360] y: [50]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [7]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n end\n end\n end\n end\n end\n end\nend\nbroadcast (moving platforms go v)\n\nwhen I receive [moving platforms go v]\nrepeat until <(loading) = [1]>\n if <(LEVEL) = [1]> then\n switch costume to (moving platform v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n repeat (100)\n change [y v] by (1.5)\n end\n wait (.3) seconds\n repeat (100)\n change [y v] by (-1.5)\n end\n wait (.3) seconds\n else\n if <(LEVEL) = [2]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (moving platform2 v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n repeat (150)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (150)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n else\n if <(LEVEL) = [4]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [5]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (moving platform2 v)\n Clone at x: [360] y: [50]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n repeat (150)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (150)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n else\n if <(LEVEL) = [7]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Blank\n\n@Platformsdeco\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\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nhide\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nset [loading v] to [1]\nset [level v] to [1]\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (moving platform v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\nelse\n if <(LEVEL) = [2]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (moving platform2 v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [4]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [5]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (moving platform2 v)\n Clone at x: [360] y: [50]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [7]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n end\n end\n end\n end\n end\n end\nend\nbroadcast (moving platforms go v)\n\nwhen I receive [moving platforms go v]\nrepeat until <(loading) = [1]>\n if <(LEVEL) = [1]> then\n switch costume to (moving platform v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n repeat (100)\n change [y v] by (1.5)\n end\n wait (.3) seconds\n repeat (100)\n change [y v] by (-1.5)\n end\n wait (.3) seconds\n else\n if <(LEVEL) = [2]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (moving platform2 v)\n Clone at x: [482] y: [0]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n repeat (150)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (150)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n else\n if <(LEVEL) = [4]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [5]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (moving platform2 v)\n Clone at x: [360] y: [50]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n repeat (150)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (150)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n else\n if <(LEVEL) = [7]> then\n set [y v] to [999999999]\n set [ghost v] effect to (0)\n set [loading v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\n@portal\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(COLLECTED) = (MAX COLLECTED)> then\n switch costume to (open v)\nelse\n switch costume to (closed v)\nend\nif <<(costume [number v]) = [1]> and <touching (player v)?>> then\n set [exit v] to [win]\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]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n Clone at x: [1050] y: [200]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1300] y: [200]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [2500] y: [50]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [2700] y: [230]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [2350] y: [75]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [2350] y: [250]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [2360] y: [120]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Blank2\n\n@Blank3\n\n@Blank4\n\n@Blank5\n\n@bounce\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front 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]\nwait (0) seconds\nif <(LEVEL) = [1]> then\nset [y v] to [9999999999999]\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (bouncy10 v)\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n switch costume to (bouncy10 v)\n repeat (5)\n next costume\n end\n wait (0) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (bouncy10 v)\n wait (0) seconds\n end\nend\n\n@red\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (red v)\n set [red v] to [1]\n set [y v] to [99999999]\nend\n\nchange size by (-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\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]\nswitch costume to (red v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [2]> then\n if <(red) = [0]> then\n Clone at x: [750] y: [100]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nset [red v] to [0]\n\n@red glow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (3) degrees\nif <(red) = [1]> then\n set [y v] to [9999999999999]\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]\nswitch costume to (glow v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [2]> then\n if <(red) = [0]> then\n Clone at x: [750] y: [100]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (-195) y: (144)\nset size to (100) %\nrepeat until <(loading) = [0]>\n hide\n go to [back v] layer\nend\nrepeat (2)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (-195) y: (144)\nset size to (100) %\nrepeat until <(loading) = [0]>\n hide\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [button clicked? v] to [1]\n else\n if <(Button Clicked?) = [1]> then\n wait (.2) seconds\n set [button clicked? v] to [0]\n end\n end\n show\n if <touching (mouse-pointer v)?> then\n set [touching button v] to [1]\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n set [touching button v] to [0]\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skip? v] to [1]\n set [exit v] to [win]\n wait (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@blue\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (blue v)\n set [blue v] to [1]\n set [y v] to [99999999]\nend\n\nchange size by (-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\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]\nswitch costume to (blue v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [3]> then\n if <(blue) = [0]> then\n Clone at x: [1100] y: [200]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nset [blue v] to [0]\n\n@blue glow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (3) degrees\nif <(blue) = [1]> then\n set [y v] to [9999999999999]\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]\nswitch costume to (glow v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [3]> then\n if <(blue) = [0]> then\n Clone at x: [1100] y: [200]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\n@shop\n\nwhen flag clicked\nset [shop v] to [0]\ngo to x: (0) y: (-275)\nhide\n\nwhen I receive [no shop v]\nglide (1) secs to x: (0) y: (-275)\nhide\nset [shop v] to [0]\n\nwhen I receive [shop v]\nshow\nglide (1) secs to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (shop v)\nforever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <mouse down?> then\n if <not <<touching (mouse-pointer v)?> and <(touching button) = [0]>>> then\n broadcast (no shop v)\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat (15)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [clone id v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (costume2 v)\n go to [front v] layer\n repeat (16)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(shades bought?) = [no]> then\n if <<(red) = [1]> and <(blue) = [1]>> then\n set [shades bought? v] to [yes]\n end\n end\n end\n if <(shades bought?) = [yes]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n end\n end\nelse\n if <(Clone ID) = [1]> then\n switch costume to (shop2 v)\n go to [front v] layer\n repeat (17)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <([costume # v] of [player v]) = [1]> then\n switch costume to (shop3 v)\n else\n switch costume to (shop2 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <([costume # v] of [player v]) = [1]>> then\n broadcast (dark v)\n end\n end\n end\n end\n else\n if <(Clone ID) = [2]> then\n switch costume to (shop5 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(red) = [1]> then\n show\n else\n hide\n end\n if <([costume # v] of [player v]) = [2]> then\n switch costume to (shop4 v)\n else\n switch costume to (shop5 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <([costume # v] of [player v]) = [2]>> then\n if <(red) = [1]> then\n broadcast (red v)\n end\n end\n end\n end\n end\n else\n if <(Clone ID) = [3]> then\n switch costume to (costume4 v)\n go to [front v] layer\n repeat (16)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Crown bought) = [no]> then\n if <<(red) = [1]> and <<(blue) = [1]> and <(yellow) = [1]>>> then\n set [crown bought v] to [yes]\n end\n end\n end\n if <(Crown bought) = [yes]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume4 v)\n end\n end\n end\n else\n if <(Clone ID) = [4]> then\n switch costume to (shop6 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(blue) = [1]> then\n show\n else\n hide\n end\n if <([costume # v] of [player v]) = [3]> then\n switch costume to (shop7 v)\n else\n switch costume to (shop6 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <([costume # v] of [player v]) = [3]>> then\n if <(blue) = [1]> then\n broadcast (blue v)\n end\n end\n end\n end\n end\n else\n if <(Clone ID) = [5]> then\n switch costume to (shop8 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(yellow) = [1]> then\n show\n else\n hide\n end\n if <([costume # v] of [player v]) = [4]> then\n switch costume to (shop9 v)\n else\n switch costume to (shop8 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <([costume # v] of [player v]) = [4]>> then\n if <(yellow) = [1]> then\n broadcast (yellow v)\n end\n end\n end\n end\n end\n else\n if <(Clone ID) = [6]> then\n switch costume to (shop10 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(green) = [1]> then\n show\n else\n hide\n end\n if <([costume # v] of [player v]) = [5]> then\n switch costume to (shop11 v)\n else\n switch costume to (shop10 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <([costume # v] of [player v]) = [5]>> then\n if <(green) = [1]> then\n broadcast (green v)\n end\n end\n end\n end\n end\n else\n if <(Clone ID) = [7]> then\n switch costume to (costume6 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [0]> then\n hide\n end\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(Crown bought) = [yes]> then\n show\n if <(crown equipped) = [1]> then\n switch costume to (costume7 v)\n else\n switch costume to (costume6 v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(crown equipped) = [1]> then\n set [crown equipped v] to [0]\n wait (.1) seconds\n else\n set [crown equipped v] to [1]\n wait (.1) seconds\n end\n end\n else\n hide\n end\n end\n end\n else\n if <(Clone ID) = [8]> then\n switch costume to (costume8 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [0]> then\n hide\n end\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(shades bought?) = [yes]> then\n show\n if <(shades equipped) = [1]> then\n switch costume to (costume9 v)\n else\n switch costume to (costume8 v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(shades equipped) = [1]> then\n set [shades equipped v] to [0]\n wait (.1) seconds\n else\n set [shades equipped v] to [1]\n wait (.1) seconds\n end\n end\n else\n hide\n end\n end\n end\n else\n if <(Clone ID) = [9]> then\n switch costume to (shop13 v)\n go to [front v] layer\n repeat (18)\n go to [front v] layer\n end\n forever\n if <(Shop) = [1]> then\n go to [front v] layer\n if <(OP Twilight) = [1]> then\n show\n else\n hide\n end\n if <([costume # v] of [player v]) = [6]> then\n switch costume to (shop14 v)\n else\n switch costume to (shop13 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <([costume # v] of [player v]) = [6]>> then\n if <(OP Twilight) = [1]> then\n broadcast (twilight v)\n end\n end\n end\n end\n end\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (-115) y: (144)\nset size to (100) %\nhide\nrepeat until <(loading) = [0]>\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (-115) y: (144)\nset size to (100) %\nhide\nrepeat until <(loading) = [0]>\n hide\n go to [back v] layer\nend\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [button clicked? v] to [1]\n else\n if <(Button Clicked?) = [1]> then\n wait (.2) seconds\n set [button clicked? v] to [0]\n end\n end\n show\n if <touching (mouse-pointer v)?> then\n set [touching button v] to [1]\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n set [touching button v] to [0]\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Shop) = [0]> then\n broadcast (shop v)\n wait until <not <mouse down?>>\n set [shop v] to [1]\n end\n end\n if <(Shop) = [1]> then\n hide\n go to x: (5000000000000000) y: (144)\n else\n show\n go to x: (-115) y: (144)\n end\nend\n\nwhen I receive [start v]\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\ndelete all of [lvls done v]\ndelete all of [first time reading costume v]\nrepeat (20)\n go to [back v] layer\nend\nshow\n\nwhen I receive [start v]\nwait (.5) seconds\n\nwhen I receive [menu over v]\nrepeat (20)\n go to [front v] layer\nend\nset [loading v] to [1]\nforever\n if <(loading) = [1]> then\n set [start v] to [0]\n if <(LEVEL) = [1]> then\n if <[first time reading costume v] contains [1]?> then\n add [1] to [lvls done v]\n end\n switch costume to (costume1 v)\n add [1] to [first time reading costume v]\n else\n if <(LEVEL) = [2]> then\n if <[first time reading costume v] contains [2]?> then\n add [2] to [lvls done v]\n end\n switch costume to (costume2 v)\n add [2] to [first time reading costume v]\n else\n if <(LEVEL) = [3]> then\n if <[first time reading costume v] contains [3]?> then\n add [3] to [lvls done v]\n end\n switch costume to (costume3 v)\n add [3] to [first time reading costume v]\n else\n if <(LEVEL) = [4]> then\n if <[first time reading costume v] contains [4]?> then\n add [4] to [lvls done v]\n end\n switch costume to (costume4 v)\n add [4] to [first time reading costume v]\n else\n if <(LEVEL) = [5]> then\n if <[first time reading costume v] contains [5]?> then\n add [5] to [lvls done v]\n end\n switch costume to (costume5 v)\n add [5] to [first time reading costume v]\n else\n if <(LEVEL) = [6]> then\n if <[first time reading costume v] contains [6]?> then\n add [6] to [lvls done v]\n end\n switch costume to (costume6 v)\n add [6] to [first time reading costume v]\n else\n if <(LEVEL) = [7]> then\n if <[first time reading costume v] contains [7]?> then\n add [7] to [lvls done v]\n end\n switch costume to (costume7 v)\n add [7] to [first time reading costume v]\n else\n if <(LEVEL) = [8]> then\n switch costume to (costume8 v)\n end\n end\n end\n end\n end\n end\n end\n end\n if <(LEVEL) = [1]> then\n if <not <[lvls done v] contains [1]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [loading v] to [0]\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [2]> then\n if <not <[lvls done v] contains [2]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [3]> then\n if <not <[lvls done v] contains [3]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [4]> then\n if <not <[lvls done v] contains [4]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [5]> then\n if <not <[lvls done v] contains [5]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [6]> then\n if <not <[lvls done v] contains [6]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [7]> then\n if <not <[lvls done v] contains [7]?>> then\n show\n set [ghost v] effect to (0)\n wait (.3) seconds\n wait until <mouse down?>\n set [start v] to [1]\n else\n hide\n end\n else\n if <(LEVEL) = [8]> then\n show\n set [ghost v] effect to (0)\n forever\n wait (1) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [start v] to [1]\n else\n hide\n end\nend\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\ngo to [front 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]\nwait (0) seconds\nif <(LEVEL) = [1]> then\nset [y v] to [9999999999999]\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nset size to (100) %\nswitch costume to (enemy v)\ngo to [back v] layer\ngo [forward v] (13) layers\nforever\n point in direction (90)\n switch costume to (enemy v)\n repeat (19)\n next costume\n end\n wait (.3) seconds\n switch costume to (enemy20 v)\n repeat (19)\n next costume\n end\n switch costume to (enemy v)\n wait (.3) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(([y position v] of [player v]) - (10)) > (y position)> then\n broadcast (enemy killed v)\n repeat (7)\n change [y v] by (-2)\n end\n delete this clone\n else\n start sound [Crunch v]\n set [exit v] to [die]\n end\n end\nend\n\n@yellow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (yellow v)\n set [yellow v] to [1]\n set [y v] to [99999999]\nend\n\nchange size by (-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\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]\nswitch costume to (yellow v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [4]> then\n if <(yellow) = [0]> then\n Clone at x: [1735] y: [-90]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nset [yellow v] to [0]\n\n@yellow glow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (3) degrees\nif <(yellow) = [1]> then\n set [y v] to [9999999999999]\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]\nswitch costume to (glow v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [4]> then\n if <(yellow) = [0]> then\n Clone at x: [1735] y: [-90]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\n@shades\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n go to player\nend\n\ndefine go to player\ngo to (player v)\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (ghost of player)\nset size to ([size v] of [player v]) %\ngo to [front v] layer\nif <(shades bought?) = [yes]> then\n if <(shades equipped) = [1]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\nset [shades equipped v] to [1]\n\n@crown\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n go to player\nend\n\ndefine go to player\ngo to (player v)\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (ghost of player)\nset size to ([size v] of [player v]) %\ngo to [front v] layer\nif <(Crown bought) = [yes]> then\n if <(crown equipped) = [1]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\nset [crown equipped v] to [1]\n\n@green\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (green v)\n set [green v] to [1]\n set [y v] to [99999999]\nend\n\nchange size by (-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\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]\nswitch costume to (green v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [5]> then\n if <(green) = [0]> then\n Clone at x: [1400] y: [250]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nset [green v] to [0]\n\n@green glow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (3) degrees\nif <(green) = [1]> then\n set [y v] to [9999999999999]\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]\nswitch costume to (glow v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [5]> then\n if <(green) = [0]> then\n Clone at x: [1400] y: [250]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Platforms3\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(LEVEL) = [6]> then\n show\n else\n hide\n end\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]\nwait (0) seconds\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [482] y: [0]\n if <<<(red) = [1]> and <(blue) = [1]>> and <<(yellow) = [1]> and <(green) = [1]>>> then\n clone 2 [482] [0]\n else\n clone 1 [482] [0]\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine clone 1 (x) (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (level 6 3 v)\n\ndefine clone 2 (x) (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (level 6 4 v)\n\n@OP Twilight\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (twilight v)\n set [op twilight v] to [1]\n set [y v] to [99999999]\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]\nswitch costume to (twilight v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [6]> then\n if <(OP Twilight) = [0]> then\n Clone at x: [1010] y: [50]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nset [op twilight v] to [0]\n\n@twilight glow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (3) degrees\nif <(OP Twilight) = [1]> then\n set [y v] to [9999999999999]\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]\nswitch costume to (glow v)\nset size to (100) %\nwait (0) seconds\nif <(LEVEL) = [6]> then\n if <(OP Twilight) = [0]> then\n Clone at x: [1010] y: [50]\n else\n set [y v] to [99999999]\n end\nelse\n set [y v] to [9999999999999]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\n@intro\n\nwhen flag clicked\nset [clone pos v] to [150]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset volume to (100) %\nstart sound [OST-Xenogen v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (35) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-160)\npoint in direction (120)\nrepeat (14)\n turn left (30) degrees\n change y by (12)\n change size by (2)\nend\nrepeat (2)\n change y by (1)\n turn right (12) degrees\nend\nswitch costume to (costume2 v)\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nchange size by (80)\npoint in direction (90)\nwait (2) seconds\nset [clone id v] to [3]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (10)\n change x by (10)\n turn right (36) degrees\nend\nwait (.05) seconds\nrepeat (20)\n change x by (-12)\n turn right (18) degrees\n change size by (-5)\n create clone of (_myself_ v)\n change [clone id v] by (1)\n change [clone pos v] by (-50)\nend\nwait (1) seconds\nset [clone id v] to [-1]\ncreate clone of (_myself_ v)\nrepeat (10)\n go to [front v] layer\n change x by (15)\n turn right (-36) degrees\n change size by (10)\nend\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (143) %\nwait (.1) seconds\nrepeat (14)\n turn left (10) degrees\n change y by (-12)\n change size by (-3)\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (costume4 v)\ngo to x: (-50000000) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (30)\nend\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\ngo to x: (0) y: (500000000000)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat until <<(y position) = [0]> or <[0] > (y position)>>\n change y by (-30)\nend\nbroadcast (start v)\nhide\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n set size to (120) %\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.01) seconds\n next costume\n end\n delete this clone\nend\nif <(Clone ID) = [1]> then\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n go to [back v] layer\n switch costume to (costume3 v)\n show\n repeat (10)\n go to [back v] layer\n end\nend\nif <(Clone ID) = [2]> then\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume4 v)\n show\nend\nif <(Clone ID) = [3]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (costume11 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [4]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (costume10 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [5]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (costume9 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [6]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (costume8 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [7]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (costume7 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) > [7]> then\n delete this clone\nend\nif <(Clone ID) = [-1]> then\n switch costume to (costume3 v)\n set size to (100) %\n go to x: (-50000000) y: (0)\n point in direction (90)\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n repeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (30)\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (-50)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n go to [front v] layer\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n go to [front v] layer\n change size by (-5)\n end\n end\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (menu over v)\n end\nend\n\nwhen I receive [menu over v]\nforever\n hide\n delete this clone\nend\n\ngo to [front v] layer\n\n | Instructions in-game, but I'll post them here too.\n-Arrow keys/wad/mobile to move\n-Avoid spikes and enemies\n-To kill enemies, jump on their heads\n-Bounce on trampolines\n-Collect coins to open the portal\n-Go in the portal to go to the next level\n-Collect skins to buy things from the shop\n-Change skins in the shop\nDON'T EVEN THINK ABOUT COPYING THIS\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nbtw there is an easter egg ;) |
Ball platformer | @Stage\n\nwhen flag clicked\nforever\n wait (10) seconds\n set [whirl v] effect to (0)\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nforever\n change [whirl v] effect by (25)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n change [fisheye v] effect by (25)\nend\n\nwhen flag clicked\nforever\n wait (10) seconds\n set [whirl v] effect to (0)\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\nforever\n wait (5) seconds\n set [fisheye v] effect to (0)\nend\n\nwhen I receive [start v]\nswitch backdrop to (xy-grid-20px v)\n\n@Player\n\ndefine gravedad (gravedad y) saltar (saltar) movimiento horizontal (movimiento horizontal) fricción (fricción) rampa (rampa)\nchange [vel y v] by (gravedad y)\nchange y by (vel y)\nif <touching (plataforma v)?> then\n repeat until <not <touching (plataforma v)?>>\n change y by ((([abs v] of (vel y) ) / (vel y)) * (-1))\n end\n set [vel y v] to (<<key (up arrow v) pressed?> and <(([abs v] of (vel y) ) / (vel y)) = [-1]>> * (saltar))\nend\nset [vel x v] to (((vel x) + ((<key (left arrow v) pressed?> * ((movimiento horizontal) * (-1))) + (<key (right arrow v) pressed?> * (movimiento horizontal)))) * (fricción))\nchange x by (vel x)\nset [rampa \(objeto que sube\) v] to [0]\nrepeat until <<(rampa \(objeto que sube\)) = ((rampa) * (-1))> or <not <touching (plataforma v)?>>>\n change y by (1)\n change [rampa \(objeto que sube\) v] by (-1)\nend\nif <touching (plataforma v)?> then\n change y by (rampa \(objeto que sube\))\n repeat until <not <touching (plataforma v)?>>\n change x by ((([abs v] of (vel x) ) / (vel x)) * (-1))\n end\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n else\n switch costume to (front v)\n end\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava\(objeto que mata\) v)?> then\n go to x: (-214) y: (-56)\n change [muerto v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(muerto) = [20]> then\n broadcast (muchos muertos v)\n hide\n end\nend\n\nwhen I receive [muchos muertos v]\nhide\n\nwhen flag clicked\nforever\n if <touching (llave v)?> then\n broadcast (siguiente nivel v)\n end\nend\n\nwhen I receive [siguiente nivel v]\ngo to x: (-214) y: (-56)\n\nwhen flag clicked\nforever\n if <touching (trampa v)?> then\n go to x: (-214) y: (-56)\n change [muerto v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampa 2 v)?> then\n go to x: (-214) y: (-56)\n change [muerto v] by (1)\n end\nend\n\nwhen I receive [you win v]\nhide variable [muerto v]\n\nwhen flag clicked\nshow\nswitch costume to (front v)\nforever\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up-right v)\n end\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up-left v)\n end\nend\n\nwhen flag clicked\nforever\n if <(muerto) = [15]> then\n hide variable [muerto v]\n end\nend\n\nwhen I receive [fin de advertencia v]\nshow variable [muerto v]\nshow\n\nwhen flag clicked\nhide variable [muerto v]\n\nwhen flag clicked\nshow\nsay (join [hi ] (username)) for (1) seconds\nsay [¡Welcome to a plataformer game by ABUELOMATEO!] for (3) seconds\nsay [ I hope you enjoyed 😉 ] for (1) seconds\n\nwhen flag clicked\nshow variable [muerto v]\nset [muerto v] to [0]\nshow\ngo to x: (-214) y: (-56)\nset [vel y v] to [0]\nset [vel x v] to [0]\nforever\n gravedad [-1] saltar [15] movimiento horizontal [1] fricción [0.8] rampa [8]\nend\n\nwhen I receive [advertencia v]\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [plataforma v]) = [2]>\nsay [wow, this it's dificulte ¿true?] for (2) seconds\nwait until <([costume # v] of [plataforma v]) = [3]>\nwait (1) seconds\nsay [wow, this it's dificulte ¿true?] for (2) seconds\n\nwhen flag clicked\nhide variable [mouse x v]\nhide variable [mouse y v]\nforever\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n if <<<<(mouse x) < [-235]> and <(mouse x) > [-222]>> and <(mouse y) < [-180]>> and <mouse down?>> then\n broadcast (thanks v)\n end\nend\n\n@plataforma\n\nwhen I receive [muchos muertos v]\nhide\n\nwhen I receive [siguiente nivel v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (trampa v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (trampa 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [6]> then\n broadcast (fin de la trampa 2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n if <(costume [number v]) = [9]> then\n broadcast (you win v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (hay dificultad v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (flech _puntera v)\n end\n if <(costume [number v]) > [5]> then\n broadcast (flecha puntera_out v)\n end\nend\n\nwhen I receive [advertencia v]\nhide\n\nwhen I receive [fin de advertencia v]\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (-70) y: (-60)\nshow\n\n@lava(objeto que mata)\n\nwhen I receive [muchos muertos v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (disfraz1 v)\n\nwhen I receive [siguiente nivel v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [4]> then\n broadcast (fin de la trampa v)\n end\nend\n\nwhen I receive [advertencia v]\nhide\n\nwhen I receive [fin de advertencia v]\nshow\n\nwhen flag clicked\nshow\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nwhen I receive [muchos muertos v]\nbroadcast (perdiste v)\nshow\nhide variable [muerto v]\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@llave\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\n\nwhen I receive [siguiente nivel v]\nnext costume\n\nwhen I receive [muchos muertos v]\nhide\n\nwhen I receive [advertencia v]\nhide\n\nwhen I receive [fin de advertencia v]\nshow\n\n@trampa\n\nwhen flag clicked\nhide\n\nwhen I receive [trampa v]\nshow\n\nwhen flag clicked\nforever\n next costume\n wait (0.8) seconds\nend\n\nwhen I receive [fin de la trampa v]\nhide\n\nwhen I receive [muchos muertos v]\nhide\n\nwhen I receive [advertencia v]\nhide\n\n@trampa 2\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen I receive [trampa 2 v]\nshow\n\nwhen I receive [fin de la trampa 2 v]\nhide\n\nwhen I receive [advertencia v]\nhide\n\n@flecha\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (disfraz1 v)\n\nwhen flag clicked\nforever\n change size by (10)\n wait (0.3) seconds\n change size by (-10)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen I receive [flech _puntera v]\nshow\n\nwhen I receive [flecha puntera_out v]\nhide\n\nwhen I receive [advertencia v]\nhide\n\n@deaths\n\nwhen I receive [you win v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [advertencia v]\nhide\n\nwhen I receive [fin de advertencia v]\nshow\n\n@waring\n\nwhen I receive [advertencia v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [fin de advertencia v]\nhide\n\n@ok\n\nwhen I receive [advertencia v]\nshow\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (disfraz2 v)\n else\n switch costume to (disfraz1 v)\n end\n if <(muerto) = [15]> then\n broadcast (advertencia v)\n end\nend\n\nwhen this sprite clicked\nforever\n broadcast (fin de advertencia v)\nend\n\nwhen I receive [fin de advertencia v]\nhide\n\n@level...\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nshow\n\nwhen I receive [siguiente nivel v]\nnext costume\n\n@love / fave\n\nwhen flag clicked\nhide\ngo to x: (-250) y: (-51)\nset size to (60) %\nforever\n go to [front v] layer\n change size by (5)\n wait (0.002) seconds\n change size by (5)\n wait (0.2) seconds\n change size by (-5)\n wait (0.002) seconds\n change size by (-5)\n wait (0.2) seconds\nend\n\nwhen I receive [you win v]\nshow\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\n@thanks\n\nwhen flag clicked\ngo to x: (92) y: (-122)\nhide\n\nwhen I receive [thanks v]\nshow\nwait (1) seconds\nhide\n\n | Welcome to My first plataformer! \n\n > Instructions:\n\nuse the arrows keys to move and try to not toutch the \ncolor RED and touch the key to go to the next level. |
Explorer||A Scrolling Platformer pt2 | @Stage\n\n@Blank\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nglide (1.3) secs to x: (75) y: (0)\nglide (0.7) secs to x: (500) y: (0)\nhide\nbroadcast (Start v)\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]\nwait (12.5) seconds\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 [player: y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2233]\n set [player: y v] to [144]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [4307]\n set [player: y v] to [-80]\n if <(SCROLL X) > [5761]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\n end\n end\nend\nset [player: speed y v] to [0]\nset [speed x v] to [0]\nset [player: 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 <key (a v) pressed?>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 <key (w v) pressed?>> then\n if <(Player: in air) < [4]> then\n set [player: speed y v] to [16]\n end\nend\nif <(Player: Speed y) > [-20]> then\n change [player: speed y v] by (-2)\nend\nChange player y by (Player: Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((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 [player: 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 [player: in air v] to [0]\n end\n Position\n set [player: speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((Player: 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 [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 <key (w v) pressed?>> 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 [player: in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen flag clicked\nif <(y position) = [-181]> then\n broadcast (mou v)\nend\nforever\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [scroll x v] by (100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n next costume\n wait (.1) seconds\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Checkpoint : 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 [checkpoint : 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 [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2233] y: [144]\n Clone at x: [4307] y: [-80]\nend\nset [x v] to [-99999]\n\n@Clouds\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Clouds: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [clouds: y v] to [0]\nset [ghost v] effect to (30)\ngo to [back 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: [0] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [480] y: [-100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\n Clone at x: [480] y: [0]\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 [clouds: y v] by (y)\nnext costume\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [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 (grassland v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\n Clone at x: [480] y: [0]\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 [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [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: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nhide\nwait (2.5) seconds\nshow\nrepeat (13)\n next costume\n wait (.1) seconds\nend\nrepeat (3)\n change size by (20)\n wait (.8) seconds\n change size by (-20)\n wait (.8) seconds\nend\nwait (1) seconds\nswitch costume to (coolbeans_te v)\nwait (.1) seconds\nswitch costume to (coolbeans_t v)\nwait (.1) seconds\nswitch costume to (coolbeans_ v)\nwait (.1) seconds\nswitch costume to (coolbeans v)\nwait (.1) seconds\nswitch costume to (coolbean v)\nwait (.1) seconds\nswitch costume to (coolbea v)\nwait (.1) seconds\nswitch costume to (coolbe v)\nwait (.1) seconds\nswitch costume to (coolb v)\nwait (.1) seconds\nswitch costume to (cool v)\nwait (.1) seconds\nswitch costume to (coo v)\nwait (.1) seconds\nswitch costume to (co v)\nwait (.1) seconds\nswitch costume to (c v)\nwait (.1) seconds\nswitch costume to (blank v)\nwait (.1) seconds\nhide\n\n@Music\n\nwhen flag clicked\nforever\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n change volume by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <key (5 v) pressed?> then\n change volume by (-10)\n end\nend\n\n@Instructions\n\nwhen this sprite clicked\ngo to [front v] layer\nswitch costume to (costume2 v)\nforever\n if <key (space v) pressed?> then\n wait (.1) seconds\n next costume\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait (12.5) seconds\nshow\n\n@Songs\n\ndefine Change song\nstop all sounds\nrepeat until <<key (2 v) pressed?> or <key (3 v) pressed?>>\n start sound [Ikson - Last Summer2 v]\n broadcast (Change song v)\nend\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\ndefine Next Song\nstop all sounds\nrepeat until <<key (1 v) pressed?> or <key (3 v) pressed?>>\n start sound [K-391 - Summertime v]\n broadcast (Change song v)\nend\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\ndefine next song\nstop all sounds\nrepeat until <<key (2 v) pressed?> or <key (1 v) pressed?>>\n start sound [Shirk - Haunted v]\n broadcast (Change song v)\nend\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nbroadcast (Change song v)\nset volume to (100) %\nstart sound [Ikson - Last Summer v]\nwait (12.5) seconds\nstop all sounds\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nstart sound [Shirk - Haunted v]\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\nwhen I receive [change song v]\nforever\n if <key (1 v) pressed?> then\n Change song\n end\n if <key (2 v) pressed?> then\n Next Song\n end\n if <key (3 v) pressed?> then\n next song\n end\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\n | Use Arrow keys or WADS to move, m to mute, u to unmute, C to change skin. 1, 2 or 3 to change the song. \n4 to make louder, 5 to make quieter. Part 1: https://scratch.mit.edu/projects/407358610\nCheck out my newest game: https://scratch.mit.edu/projects/419337409/ |
Adventure -A platformer- | @Stage\n\nwhen I receive [title v]\nswitch backdrop to (down? v)\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (yeah v)\n\nwhen I receive [start v]\nswitch backdrop to (down?2 v)\n\n@title name\n\nwhen flag clicked\nset size to (10) %\npoint in direction (-90)\nhide\nclear graphic effects\nshow\ngo to x: (-1) y: (300)\nswitch costume to (25192810_32x326 v)\nrepeat until <(y position) < [-2]>\n change y by (((-4) - (y position)) / (7.5))\n turn right (((90) - (direction)) / (6)) degrees\n change size by (((150) - (size)) / (5))\nend\nwait (0.5) seconds\nrepeat until <[300] < (y position)>\n change y by (((-4) - (y position)) / (-7.5))\n turn left (((90) - (direction)) / (6)) degrees\n change size by (((150) - (size)) / (-5))\nend\nhide\nwait (0.1) seconds\nbroadcast (title v)\n\n@next level\n\nwhen flag clicked\nset [なし v] to [0]\nhide\ngo to [front v] layer\n\nwhen I receive [next level v]\nif <(なし) = [0]> then\n switch costume to (なんか v)\n go to [front v] layer\n go to x: (-17) y: (0)\n set [move ok? v] to [0]\n show\n set [勢い v] to [90]\n repeat (20)\n set [勢い v] to ((勢い) * (0.9))\n change x by ((勢い) * (-1))\n end\n broadcast (next next level v)\nend\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\nset size to (50) %\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 I receive [title v]\nforever\n change [color v] effect by (1)\nend\n\nwhen [space v] key pressed\nset [なし v] to [1]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [なし v] to [0]\n\n@Hero\n\nwhen flag clicked\nhide\nhide variable [time v]\n\nwhen I receive [も〜どりだよ☆ v]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-201) y: (-50)\n\nwhen I receive [next level v]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-201) y: (-50)\n\nwhen I receive [start v]\nshow variable [time v]\ngo to [front v] layer\ngo to x: (-201) y: (-50)\nshow\nset size to (100) %\nswitch costume to (1 v)\nset drag mode [not draggable v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [move ok? v] to [1]\nforever\n if <(Move ok?) = [1]> then\n show\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム2 v)\n set [xv v] to ((Xv) * (1.02))\n else\n switch costume to (コスチューム1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change y by (1)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change y by (1)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change y by (1)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change y by (1)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change y by (1)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n start sound [ぷよん v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#55ff5c)?> or <<<touching color (#37ac3b)?> or <touching color (#174718)?>> or <<touching color (#643400)?> or <touching color (#331a00)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n if <(y position) < [-170]> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n if <touching (spake v)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n end\nend\n\nbroadcast (next level v)\n\nset size to (150) %\n\n@Platformer?\n\nwhen flag clicked\nset [level! v] to [1]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nswitch costume to (Level!)\n\nwhen I receive [next level v]\nchange [level! v] by (1)\nswitch costume to (Level!)\n\nwhen I receive [start v]\nshow variable [time v]\nset [time v] to [0]\nrepeat until <(Level!) = [13]>\n change [time v] by (1)\n wait (.9) seconds\nend\nif <(Time) < (☁ World!)> then\n set [☁ world! v] to (Time)\nend\n\n@title!\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nshow\ngo to x: (0) y: (50)\nreset timer\npoint in direction (90)\nforever\n turn right ([sin v] of ((((timer) * (20)) * (20)) / (1)) ) degrees\nend\n\nwhen I receive [click. v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu. v]\nshow\n\n@Cloud\n\nwhen I receive [title v]\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (100) y: (-75)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (Click. v)\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\nbroadcast (result v)\n\nwhen flag clicked\nhide\n\nwhen I receive [result v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (0) y: (180)\nrepeat until <(y position) < [1]>\n change y by (-10)\nend\nbroadcast (Please! v)\n\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\nbroadcast (result v)\n\nwhen I receive [menu. v]\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (100) y: (-75)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (Click. v)\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\nbroadcast (result v)\n\nwhen I receive [start v]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\n\n@Start!\n\nwhen I receive [title v]\nset size to (100) %\nswitch costume to (costume4 v)\nshow\ngo to x: (-100) y: (-75)\n\nwhen flag clicked\nhide\n\nwhen I receive [result v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nset size to (80) %\ngo to x: (-180) y: (-107)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (menu. v)\n\nwhen I receive [click. v]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\nbroadcast (result v)\n\nwhen I receive [menu. v]\nset size to (100) %\nswitch costume to (costume4 v)\nshow\ngo to x: (-100) y: (-75)\n\nwhen I receive [title v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\nset size to (100) %\ngo to x: (-100) y: (-75)\nwait until <<(costume [number v]) = [1]> and <<mouse down?> and <touching (mouse-pointer v)?>>>\nbroadcast (Start v)\n\nwhen I receive [menu. v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\nset size to (80) %\ngo to x: (-180) y: (-107)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (Start v)\n\nwhen I receive [start v]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\n\n@result\n\nwhen flag clicked\nhide\nset [☁ world! v] to (☁ World!)\n\nwhen I start as a clone\nchange x by (50)\n\nwhen I receive [menu. v]\nhide\n\nwhen I receive [please! v]\nset [\(\) v] to [1]\nshow\ngo to x: (-21) y: (-3)\nrepeat (length of (☁ World!))\n switch costume to (letter (\(\)) of (join (☁ World!) [s]))\n create clone of (_myself_ v)\nend\n\n@spake\n\nwhen flag clicked\nhide\n\ndefine position (x) (y) okay? (yeah) move? (yes!) (???) (costume)\nif <(Level!) = (yeah)> then\nelse\n hide\nend\nposition [26] [-70] okay? [10] move? [30] [10] [1]\nposition [26] [-70] okay? [11] move? [30] [11] [2]\nposition [4] [-81] okay? [12] move? [30] [12] [3]\n\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\ngo [backward v] (???) layers\nforever\n turn right ((yes!) / (10)) degrees\nend\n\nwhen I receive [next level v]\nforever\n if <(Level!) = [10]> then\n show\n switch costume to (1 v)\n go to x: (26) y: (-70)\n go [backward v] (10) layers\n repeat until <(Level!) = [11]>\n turn right ((30) / (10)) degrees\n end\n else\n if <(Level!) = [11]> then\n show\n switch costume to (2 v)\n go to x: (26) y: (-70)\n go [backward v] (10) layers\n repeat until <(Level!) = [12]>\n turn right ((30) / (10)) degrees\n end\n else\n if <(Level!) = [12]> then\n show\n switch costume to (3 v)\n go to x: (10) y: (-70)\n go [backward v] (10) layers\n repeat until <(Level!) = [13]>\n turn right ((30) / (10)) degrees\n end\n else\n if <(Level!) = [13]> then\n hide\n else\n hide\n end\n end\n end\n end\nend\n\ngo to x: (x) y: (y)\n\n@particles\n\nwhen flag clicked\n\nwhen I start as a clone\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (-90))\ngo to [back v] layer\nset [speed v] to [5]\nset [ghost v] effect to (pick random (50) to (75))\ngo to x: (238) y: (pick random (18) to (-182))\nshow\nforever\n repeat until <<(x position) = [-246]> or <(x position) < [-230]>>\n move (speed) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\npoint in direction (-90)\nhide\nforever\n create clone of (_myself_ v)\n wait (.1) seconds\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (サムネ v)\ngo to x: (0) y: (0)\nforever\n hide\nend\n\n | |
Beach || A [mobile friendly] Platformer | @Stage\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n if <<(current [hour v]) = [7]> or <<(current [hour v]) = [8]> or <<(current [hour v]) = [9]> or <<(current [hour v]) = [10]> or <<(current [hour v]) = [11]> or <<(current [hour v]) = [12]> or <<(current [hour v]) = [13]> or <<(current [hour v]) = [14]> or <<(current [hour v]) = [15]> or <<(current [hour v]) = [16]> or <<(current [hour v]) = [17]> or <<(current [hour v]) = [18]> or <<(current [hour v]) = [19]> or <(current [hour v]) = [20]>>>>>>>>>>>>>> then\n switch backdrop to (fons2 v)\n else\n switch backdrop to (fons1 v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Rainbow mode v)\nwait (0.1) seconds\nrepeat until <key (r v) pressed?>\n change [color v] effect by (25)\nend\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\n@Jugador\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (toucan-a2 v)\nset [level v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-203) y: (300)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\n switch costume to (toucan-a2 v)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n switch costume to (toucan-a 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 (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n change y by (1)\n if <<touching (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n change y by (1)\n if <<touching (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n change y by (1)\n if <<touching (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n change y by (1)\n if <<touching (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n change x by ((x) * (-1))\n change y by (-4)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (plataforma v)?> or <<touching (1a plataforma que es mou v)?> or <touching (1a plataforma que es mou2 v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n switch costume to (toucan-a5 v)\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<(level) < [16]> and <(x position) > [238]>> then\n broadcast (següent nivell v)\n change x by (-700)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n if <(level) = [6]> then\n mort2\n else\n mort\n end\n end\n if <touching (punxes v)?> then\n if <(level) = [6]> then\n mort2\n else\n mort\n end\n end\n if <<touching (enemic v)?> or <touching (enemic2 v)?>> then\n mort\n end\n if <touching (spinnig spike2 v)?> then\n mort\n end\n if <<touching (enemic v)?> or <touching (enemic2 v)?>> then\n mort\n end\nend\n\nwhen [r v] key pressed\nif <(level) = [6]> then\n mort2\nelse\n mort\nend\n\nwhen flag clicked\nforever\n if <touching (trampolins v)?> then\n set [y v] to [10]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<not <mouse down?>> and <<not <key (right arrow v) pressed?>> and <<not <key (a v) pressed?>> and <<not <key (d v) pressed?>> and <<not <key (left arrow v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>>>>>> then\n switch costume to (toucan-a3 v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (toucan-a4 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine mort\nrepeat (15)\n switch costume to (toucan-a6 v)\n turn right (30) degrees\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (10)\nend\npoint in direction (90)\ngo to x: (-203) y: (-53)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine mort2\nrepeat (15)\n switch costume to (toucan-a6 v)\n turn right (30) degrees\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (10)\nend\npoint in direction (90)\ngo to x: (-203) y: (102)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <<<<(mouse x) > [0]> and <(mouse y) > [0]>> and <mouse down?>> or <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>>> then\n switch costume to (toucan-a7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(mouse y) > [0]> and <[0] > (mouse x)>> and <mouse down?>> or <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>>> then\n switch costume to (toucan-a8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [11]> or <(level) = [7]>> and <(y position) < [-63]>> then\n mort\n end\nend\n\n@Plataforma\n\nwhen [a v] key pressed\n\nask [What level from 1 to 16 of this platformer do you want to do?] and wait\nset [level v] to (answer)\nswitch costume to (answer)\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [següent nivell v]\nnext costume\n\nwhen I receive [rainbow mode v]\nrepeat until <key (r v) pressed?>\n change [color v] effect by (25)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (-93)\nchange [brightness v] effect by (25)\nchange [ghost v] effect by (10)\nforever\n glide (0.5) secs to x: (0) y: (-76)\n glide (0.5) secs to x: (0) y: (-83)\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n show\n else\n hide\n end\nend\n\n@Llumetes del Jugador\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (jugador v)\n if <<(current [hour v]) = [7]> or <<(current [hour v]) = [8]> or <<(current [hour v]) = [9]> or <<(current [hour v]) = [10]> or <<(current [hour v]) = [11]> or <<(current [hour v]) = [12]> or <<(current [hour v]) = [13]> or <<(current [hour v]) = [14]> or <<(current [hour v]) = [15]> or <<(current [hour v]) = [16]> or <<(current [hour v]) = [17]> or <<(current [hour v]) = [18]> or <<(current [hour v]) = [19]> or <(current [hour v]) = [20]>>>>>>>>>>>>>> then\n hide\n else\n show\n end\nend\n\n@Spinnig spike2\n\nwhen flag clicked\ngo to x: (0) y: (-81)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\n@Punxes\n\nwhen flag clicked\nswitch costume to (vestit1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [següent nivell v]\nnext costume\n\n@Trampolins\n\nwhen I receive [següent nivell v]\nnext costume\n\nwhen flag clicked\nswitch costume to (vestit1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\n\n@1a plataforma que es mou\n\nwhen flag clicked\ngo to x: (-12) y: (17)\nforever\n glide (1) secs to x: (165) y: (17)\n glide (1) secs to x: (-12) y: (17)\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Senyals\n\nwhen flag clicked\nswitch costume to (vestit2 v)\ngo to x: (0) y: (-5)\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [2]> then\n say [Climb the platform and get the coins!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen I receive [següent nivell v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [1]> then\n say [Move whit arrows, WASD, or with mobile controls, and move on! ] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [3]> then\n say [Wall jump!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [4]> then\n say [Don't touch the spikes!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [5]> then\n say [Jump!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [6]> then\n say [Climb the hill!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [7]> then\n say [A moving platform!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [8]> then\n say [Trampoline!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [9]> then\n say [Trampolines and spikes!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [10]> then\n say [Enemies! Extreme Caution!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [11]> then\n say [Avoid the enemie and jump into moving platform!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [12]> then\n say [Spikes in exit! Avoid them!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [13]> then\n say [An underground tunnel!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [14]> then\n say [Many spikes!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [15]> then\n say [A upside down wall jump!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jugador v)?> then\n if <(costume [number v]) = [16]> then\n say [A spinning spikes!] for <not <touching (jugador v)?>> seconds\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n hide\n end\nend\n\nif <(level) = [16]> then\n hide\nend\n\n@Enemic\n\nwhen flag clicked\ngo to x: (193) y: (-62)\nswitch costume to (vestit3 v)\nforever\n if <(level) = [9]> then\n enemic\n else\n hide\n end\nend\n\ndefine enemic\nif <(level) = [9]> then\n show\n switch costume to (vestit1 v)\n glide (2) secs to x: (-82) y: (-63)\n switch costume to (vestit2 v)\n glide (2) secs to x: (193) y: (-63)\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (193) y: (-62)\nswitch costume to (vestit3 v)\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\ngo to x: (137) y: (-63)\n\n@Enemic2\n\nwhen flag clicked\ngo to x: (-53) y: (-58)\nswitch costume to (vestit3 v)\nforever\n if <(level) = [10]> then\n enemic\n else\n hide\n end\nend\n\ndefine enemic\nif <(level) = [10]> then\n show\n switch costume to (vestit2 v)\n glide (0.6) secs to x: (-82) y: (88)\n switch costume to (vestit3 v)\n glide (0.5) secs to x: (-82) y: (-58)\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (-53) y: (-58)\nswitch costume to (vestit3 v)\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\n@1a plataforma que es mou2\n\nwhen flag clicked\ngo to x: (84) y: (-144)\nforever\n glide (1) secs to x: (169) y: (-144)\n glide (1) secs to x: (84) y: (-144)\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\n@Títol\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@Moneda 1\n\nwhen flag clicked\ngo to x: (0) y: (96)\nforever\n if <(level) = [1]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n end\nend\n\n@Moneda 2\n\nwhen flag clicked\ngo to x: (62) y: (-47)\nforever\n if <(level) = [2]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n end\nend\n\n@Moneda 3\n\nwhen flag clicked\ngo to x: (160) y: (77)\nforever\n if <(level) = [3]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n end\nend\n\n@Moneda 4\n\nwhen flag clicked\ngo to x: (-57) y: (23)\nforever\n if <(level) = [4]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\n@Moneda 5\n\nwhen flag clicked\ngo to x: (-57) y: (23)\nforever\n if <(level) = [4]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\n@Moneda 6\n\nwhen flag clicked\ngo to x: (207) y: (133)\nforever\n if <(level) = [5]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n hide\n end\nend\n\n@Moneda 7\n\nwhen flag clicked\ngo to x: (-47) y: (111)\nforever\n if <(level) = [6]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\n@Moneda 8\n\nwhen flag clicked\ngo to x: (0) y: (15)\nforever\n if <(level) = [7]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\n@Moneda 9\n\nwhen flag clicked\ngo to x: (-53) y: (-3)\nforever\n if <(level) = [8]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\n@Moneda 10\n\nwhen flag clicked\ngo to x: (49) y: (67)\nforever\n if <(level) = [9]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@Moneda 13\n\nwhen flag clicked\ngo to x: (-85) y: (-51)\nforever\n if <(level) = [10]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\n@Moneda 11\n\nwhen flag clicked\ngo to x: (109) y: (3)\nforever\n if <(level) = [11]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@Moneda 12\n\nwhen flag clicked\ngo to x: (-217) y: (-121)\nforever\n if <(level) = [12]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n end\nend\n\n@Moneda 15\n\nwhen flag clicked\ngo to x: (-17) y: (123)\nforever\n if <(level) = [14]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\n@Personatge2\n\n@Moneda 14\n\nwhen flag clicked\ngo to x: (15) y: (149)\nforever\n if <(level) = [13]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [moneda v]\nhide\nplay sound [Coin v] until done\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (jugador v)?> then\n broadcast (moneda v)\n change [coins v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\n@Personatge1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [16]> then\n show\n end\nend\n\n@Remember to\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [pixelate v] effect to (150)\nset size to (40) %\ngo to x: (-140) y: (123)\nforever\n repeat (10)\n change [pixelate v] effect by (-15)\n change [ghost v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [pixelate v] effect by (15)\n change [ghost v] effect by (10)\n end\n wait (5) seconds\nend\n\n | · Evita tocar les punxes - Aviod spikes - Evita los pinchos\n\n· Utilitza les fletxes o WASD o els controls del mòbil per moure't - Use arrows or WASD or mobile controls to move - Utilize las flechas o WASD o lo controles del móbil para moverse\n |
Chocolate! - Platformer | @Stage\n\nwhen stage clicked\nswitch backdrop to (chocolate v)\n\n@Chocolate\n\nwhen backdrop switches to [chhhhh v]\nhide\n\nwhen flag clicked\nswitch backdrop to (chhhhh v)\n\nwhen backdrop switches to [chocolate v]\nshow\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 (7)\n change size by (-4)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n go to x: (-205) y: (-44)\n switch backdrop to (chocolate v)\n show\n set [level v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait (1) seconds\n forever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X velocity) * (.9))\n change x by (X velocity)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X velocity) > [0]> then\n change [x velocity v] by (-5)\n else\n change [x velocity v] by (5)\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (sprite1 v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [200]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-199) y: (-36)\n end\n if <touching color (#4d3500)?> then\n repeat (4)\n change [brightness v] effect by (25)\n end\n go to x: (-205) y: (-44)\n set [y velocity v] to [0]\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n if <touching color (#ff0000)?> then\n change [y velocity v] by (22)\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen [r v] key pressed\ngo to x: (-205) y: (-44)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <<(Level) = [8]> and <touching color (#ff00e7)?>> then\n change size by (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n set size to (30) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <<(Level) = [9]> and <touching color (#ff00e7)?>> then\n add [key 1] to [tools v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> and <touching color (#ff00e7)?>> then\n add [key 1] to [tools v]\n broadcast (passage v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [chocolate2 v]\nhide\n\nwhen flag clicked\nforever\n if <<<(Level) = [10]> and <(x position) > [200]>> or <(Level) = [11]>> then\n switch backdrop to (chocolate2 v)\n end\nend\n\ndefine change level by 1\nchange [level v] by (1)\n\nwhen [space v] key pressed\nchange level by 1\n\n@Sprite1\n\nwhen backdrop switches to [chhhhh v]\nhide\n\nwhen backdrop switches to [chocolate v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [passage v]\nforever\n switch costume to (costume11 v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n delete all of [tools v]\n delete all of [tools v]\n delete all of [tools v]\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [chocolate2 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen backdrop switches to [chhhhh v]\nhide\n\nwhen backdrop switches to [chocolate v]\nshow\n\nwhen backdrop switches to [chocolate v]\ngo to x: (9) y: (-43)\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [9]> and <[tools v] contains [key 1]?>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n go to x: (-176) y: (98)\n end\nend\n\nwhen flag clicked\nif <(Level) = [10]> then\n delete all of [tools v]\nend\n\nwhen backdrop switches to [chocolate2 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (costume1 v)\n show\n go to x: (40) y: (42)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen backdrop switches to [chhhhh v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (40) y: (42)\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (40) y: (42)\n switch costume to (costume3 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [2 v]\nhide\n\nwhen backdrop switches to [chocolate2 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n switch costume to (costume1 v)\n show\n go to x: (-2) y: (18)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n repeat until <(Level) = [8]>\n hide\n end\n end\nend\n\nwhen backdrop switches to [chhhhh v]\nset [level v] to [0]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n show\n repeat until <not <(Level) = [9]>>\n glide (1) secs to x: (-34) y: (80)\n glide (1) secs to x: (127) y: (80)\n end\n end\nend\n\nwhen flag clicked\ndelete all of [tools v]\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n delete all of [tools v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n delete all of [tools v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n switch costume to (costume2 v)\n go to x: (-32) y: (59)\n show\n end\nend\n\nwhen backdrop switches to [chocolate2 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (31) y: (-36)\nforever\n if <(Level) = [8]> then\n show\n repeat until <not <(Level) = [8]>>\n glide (0.5) secs to x: (31) y: (-36)\n glide (1) secs to x: (31) y: (-93)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen backdrop switches to [chhhhh v]\nhide\n\nwhen backdrop switches to [chocolate2 v]\nhide\n\n | This is my first platformer!\n\nIf there any glitches click the green flag again.\n\nUse the arrows to move the chocolate bar but the dark spikes are dark chocolate and nobody likes dark chocolate so be careful and there are some tools to help you but you have to figure out which ones. :D\n |
TNTend platformer- / TNTend×hgwrs16 | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景4 v) and wait\nforever\n if <<(current [dayofweek v]) = [1]> or <(current [dayofweek v]) = [6]>> then\n switch backdrop to (背景3 v) and wait\n else\n if <<[18] < (current [hour v])> or <(current [hour v]) < [5]>> then\n switch backdrop to (背景2 v) and wait\n else\n switch backdrop to (背景1 v) and wait\n end\n end\nend\n\n@samune\n\nwhen flag clicked\nclear graphic effects\n\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [a v]\nswitch backdrop to (背景1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n play sound [darkmatter v] until done\nend\n\nset [☁ 世界一の火山王記録 v] to [500]\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [3]> then\n say [話をスキップ Click to skip the story.]\n set size to (110) %\n else\n say [スキップ click to skip.]\n set size to (110) %\n end\n else\n set size to (100) %\n say []\n end\nend\n\nwhen flag clicked\nset [ジャンプ数 v] to [0]\nset [スキップ回数 v] to [0]\nset [モード切替 v] to [0]\nbroadcast (a v)\nhide\n\nwhen I receive [a v]\ngo to x: (185) y: (127)\nwait (1.2) seconds\n\nwhen this sprite clicked\nif <(costume [name v]) = [3]> then\n broadcast (話終わり v) and wait\n wait until <not <mouse down?>>\nelse\n if <(costume [name v]) = [2]> then\n change [追加score v] by (10)\n change [ステージ v] by (-2)\n change [スキップ回数 v] by (1)\n broadcast (リセット2 v) and wait\n wait until <not <mouse down?>>\n else\n change [追加score v] by (10)\n change [スキップ回数 v] by (1)\n broadcast (リセット v) and wait\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [1チュートリアル終わり v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [start v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [話終わり v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(モード切替) = [1]> then\n show\n switch costume to (2 v)\n end\n if <<not <(モード切替) = [1]>> and <(火山灰ゲットした?) = [1]>> then\n show\n switch costume to (1 v)\n end\n if <(ステージ) = [14]> then\n if <<not <(モード切替) = [1]>> and <not <(火山灰ゲットした?) = [1]>>> then\n switch costume to (2 v)\n hide\n end\n end\nend\n\nwhen flag clicked\nset [1 v] to [0]\nhide variable [統計情報a v]\nhide variable [統計情報b v]\nhide variable [統計情報c v]\nforever\n set [統計情報a v] to (join (join [ 統計情報 スキップした回数:] (スキップ回数)) [ ])\n set [統計情報b v] to (join (join [ジャンプ回数:] (ジャンプ数)) [ ])\n set [統計情報c v] to (join (join [☁火山王:] (☁ 世界一の火山王記録)) (join [ ] (join [スコア:] (score))))\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\nend\n\nwhen [k v] key pressed\nif <(1) = [0]> then\n show variable [統計情報a v]\n show variable [統計情報b v]\n show variable [統計情報c v]\n set [1 v] to [1]\nelse\n hide variable [統計情報a v]\n hide variable [統計情報b v]\n hide variable [統計情報c v]\n set [1 v] to [0]\nend\nwait until <not <key (k v) pressed?>>\n\nwhen flag clicked\nforever\n if <<([costume # v] of [地面 v]) = [1]> and <<(ステージ) = [1]> and <(モード切替) = [1]>>> then\n hide\n end\nend\n\nshow variable [score v]\n\n@地面\n\nwhen I receive [a v]\nswitch costume to (1 v)\nwait (1.5) seconds\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nhide\n\nwhen I receive [リセット v]\nif <not <<(火山灰ゲットした?) = [1]> and <(ステージ) = [1]>>> then\n go to x: (0) y: (0)\n change [ステージ v] by (1)\n next costume\n if <(ステージ) = [14]> then\n broadcast (火山灰 v)\n end\nend\nwait (0.01) seconds\nif <<([costume # v] of [地面 v]) = [1]> and <<(ステージ) = [1]> and <(モード切替) = [1]>>> then\n start sound [people-stadium-cheer1 v]\nend\n\nwhen I receive [リセット2 v]\nif <not <<(火山灰ゲットした?) = [1]> and <<(ステージ) = [1]> and <(costume [number v]) = [1]>>>> then\n go to x: (0) y: (0)\n change [ステージ v] by (1)\n switch costume to ((costume [number v]) - (1))\n if <(ステージ) = [14]> then\n broadcast (火山灰 v)\n end\nend\n\n@スプライト4\n\ndefine clone\nstart sound [sceneswitch1 v]\nset [color v] effect to (0)\nrepeat (5)\n change [color v] effect by (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (-150) y: (0)\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nrepeat until <[499] < (x position)>\n change [color v] effect by (2)\n change [brightness v] effect by (1)\n change x by (50)\nend\ndelete this clone\n\nwhen I receive [リセット v]\nclone\n\nwhen I receive [リセット2 v]\nclone\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [y v] to [0]\nset [ステージ v] to [1]\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (-217) y: (-100)\n\nwhen I receive [メッセージ1 v]\nif <(前へ後ろへ) = [1]> then\n if <<(ステージ) = [2]> or <(ステージ) = [13]>> then\n glide (0.3) secs to x: (219) y: (83)\n else\n glide (0.3) secs to x: (219) y: (-101)\n end\nelse\n glide (0.3) secs to x: (-217) y: (-100)\nend\n\nwhen I receive [リセット v]\nbroadcast (メッセージ1 v)\n\nwhen flag clicked\ngo to [front v] layer\nwait (0.01) seconds\nforever\n if <touching (テレポーテーション v)?> then\n wait until <touching (テレポーテーション v)?>\n start sound [magic-worp1 v]\n go to (テレポーテーション2 v)\n broadcast (7 v)\n wait until <not <touching (テレポーテーション2 v)?>>\n end\n if <touching (テレポーテーション2 v)?> then\n wait until <touching (テレポーテーション2 v)?>\n start sound [magic-worp1 v]\n go to (テレポーテーション v)\n broadcast (6 v)\n wait until <not <touching (テレポーテーション v)?>>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstart sound [strike1 v]\n\nwhen I receive [3 v]\nstart sound [puyon1 v]\n\nwhen flag clicked\nhide\n\nwhen I receive [a v]\nwait (1.5) seconds\nbroadcast (START v)\n\nwhen I receive [start v]\nshow\nforever\n if <<touching (マグマ v)?> or <touching (降ってきた火山灰 v)?>> then\n broadcast (メッセージ1 v)\n broadcast (4 v)\n wait (0.3) seconds\n end\n if <<touching (スライム v)?> or <touching color (#00f03f)?>> then\n set [y v] to [15]\n broadcast (3 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(前へ後ろへ) = [0]> then\n if <[239] < (x position)> then\n if <(文字終わり) = [1]> then\n if <not <([costume # v] of [地面 v]) = [19]>> then\n set x to (-217)\n switch backdrop to (背景1 v)\n start sound [sceneswitch1 v]\n broadcast (リセット v)\n end\n end\n end\n else\n if <(x position) < [-244]> then\n if <<(文字終わり) = [1]> or <[] = [1]>> then\n if <not <([costume # v] of [地面 v]) = [19]>> then\n set x to (-190)\n change [ステージ v] by (-2)\n switch backdrop to (背景1 v)\n start sound [sceneswitch1 v]\n broadcast (リセット2 v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <<color (#232323) is touching (#d57878)?> and <touching (地面 v)?>>> then\n if <<key (right arrow v) pressed?> or <<<(x position) < (mouse x)> and <mouse down?>> and <not <(マウス触れてます) = [1]>>>> then\n change [x v] by (0.75)\n switch costume to (コスチューム1 v)\n end\n end\n if <not <<color (#232323) is touching (#d57878)?> and <touching (地面 v)?>>> then\n if <<key (left arrow v) pressed?> or <<<(mouse x) < (x position)> and <mouse down?>> and <not <(マウス触れてます) = [1]>>>> then\n change [x v] by (-0.75)\n switch costume to (コスチューム1 v)\n end\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (背景1 v)\ngo to [front v] layer\nforever\n change [y v] by (-0.5)\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((X) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (地面 v)?> and <key (up arrow v) pressed?>> or <<touching (地面 v)?> and <<<(y position) < (mouse y)> and <mouse down?>> and <not <(マウス触れてます) = [1]>>>>> then\n start sound [puyon1 v]\n change [ジャンプ数 v] by (1)\n set [y v] to [12]\n end\n change y by (0.5)\nend\n\nwhen I start as a clone\nsay []\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-150]> then\n broadcast (メッセージ1 v)\n wait (0.3) seconds\n end\nend\n\nwhen flag clicked\nset [前へ後ろへ v] to [0]\n\nwhen I receive [獲得! v]\nsay [良質な火山灰を手に入れた!さあ戻ろう。] for (2) seconds\n\nwhen I receive [リセット v]\nsay []\n\nset [文字終わり v] to [1]\n\nwhen I receive [リセット2 v]\nsay []\n\nwhen I receive [リセット2 v]\nbroadcast (メッセージ1 v)\n\n@マグマ\n\nwhen flag clicked\nforever\n if <(ステージ) = [3]> then\n switch costume to (1 v)\n go to x: (-12) y: (-187)\n show\n else\n if <(ステージ) = [4]> then\n switch costume to (4 v)\n go to x: (-10) y: (-190)\n show\n else\n hide\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nset volume to (100) %\nhide variable [標示世界記録 v]\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <<([costume # v] of [地面 v]) = [1]> and <<(ステージ) = [1]> and <(モード切替) = [1]>>> then\n if <(score) < (☁ 世界一の火山王記録)> then\n set [☁ 世界一の火山王記録 v] to (score)\n end\n show variable [標示世界記録 v]\n switch costume to (コスチューム1 v)\n show\n broadcast (oto2 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [標示世界記録 v] to (join [☁世界一の火山王の記録:] (☁ 世界一の火山王記録))\nend\n\nwhen flag clicked\nset [追加score v] to [0]\nreset timer\nwait (1) seconds\nreset timer\nforever\n if <not <<([costume # v] of [地面 v]) = [1]> and <<(ステージ) = [1]> and <(モード切替) = [1]>>>> then\n if <<(current [dayofweek v]) = [1]> or <(current [dayofweek v]) = [6]>> then\n set [score v] to (((timer) - (1)) + (追加score))\n else\n set [score v] to ((timer) + (追加score))\n end\n end\nend\n\nwhen I receive [oto2 v]\nplay sound [people-stadium-cheer1 v] until done\nset volume to (0) %\n\n@爆弾\n\nwhen I start as a clone\nif <<([costume # v] of [地面 v]) = [1]> and <<(ステージ) = [1]> and <(モード切替) = [1]>>> then\n go to [front v] layer\n show\n clear graphic effects\n go to x: (pick random (-224) to (237)) y: (206)\n repeat until <<touching (地面 v)?> or <(y position) < [-200]>>\n change y by (-11)\n end\n if <(pick random (1) to (4)) = [1]> then\n start sound [bomb1 v]\n else\n start sound [bomb2 v]\n end\n repeat (5)\n change [brightness v] effect by (-20)\n change [ghost v] effect by (20)\n end\n clear graphic effects\n hide\n set [岩x v] to (x position)\n set [岩y v] to (y position)\n broadcast (爆発 v)\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n if <<([costume # v] of [地面 v]) = [1]> and <<(ステージ) = [1]> and <(モード切替) = [1]>>> then\n wait (pick random (1) to (2)) seconds\n switch costume to (pick random (1) to (5))\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@降ってきた火山灰\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\ngo to x: (pick random (-224) to (237)) y: (206)\nrepeat until <<touching (地面 v)?> or <(y position) < [-200]>>\n change y by (-11)\nend\nif <(pick random (1) to (4)) = [1]> then\n start sound [wall-destruction1 v]\nelse\n start sound [punch-real3 v]\nend\nrepeat (5)\n change [brightness v] effect by (20)\n change [ghost v] effect by (20)\nend\nclear graphic effects\nhide\nset [岩x v] to (x position)\nset [岩y v] to (y position)\nbroadcast (岩割れる v)\ndelete this clone\n\nwhen I receive [a v]\nforever\n if <not <<(ステージ) = [1]> or <(ステージ) = [11]>>> then\n wait (pick random (1) to (12)) seconds\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n end\n if <(ステージ) = [11]> then\n wait (pick random (0.5) to (2)) seconds\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nwait until <not <touching (player v)?>>\nwait until <touching (player v)?>\nset [岩x v] to (x position)\nset [岩y v] to (y position)\nbroadcast (岩割れる v)\nwait (0.01) seconds\ndelete this clone\n\n@岩の散りもの\n\nwhen I start as a clone\n動作\n\nwhen I receive [岩割れる v]\nclone\n\ndefine 動作\ngo to [front v] layer\nshow\ngo to x: (岩x) y: (岩y)\nset [brightness v] effect to (pick random (0) to (15))\nset [color v] effect to (pick random (0) to (5))\nif <(pick random (1) to (2)) = [1]> then\n point in direction (pick random (50) to (100))\nelse\n point in direction (pick random (-50) to (-100))\nend\nrepeat (4)\n turn right (pick random (-3) to (3)) degrees\n move (4) steps\n change y by (pick random (-1) to (4))\n if <touching (地面 v)?> then\n delete this clone\n end\nend\nrepeat (6)\n turn right (pick random (-3) to (3)) degrees\n move (5) steps\n change y by (pick random (1) to (-10))\n if <touching (地面 v)?> then\n delete this clone\n end\nend\nrepeat (3)\n change [ghost v] effect by (33)\nend\ndelete this clone\n\nwhen flag clicked\nset [岩x v] to [0]\nset [岩y v] to [0]\n\ndefine clone\nrepeat (pick random (12) to (8))\n create clone of (_myself_ v)\nend\n\n@テルテルの文字\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\n表示\nbroadcast (クリックでスキップ v) and wait\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\n\ndefine 表示\nif <not <<(ステージ) = [4]> or >> then\n go to x: (0) y: (76)\n set [ghost v] effect to (100)\n set [pixelate v] effect to (100)\n go to [front v] layer\n show\n set [滑らか v] to [-9]\n start sound [High Whoosh v]\n if <(costume [number v]) = [5]> then\n switch costume to (7 v)\n end\n repeat (21)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\n set [滑らか v] to ((滑らか) / (1.1))\n change y by (滑らか)\n end\n clear graphic effects\n if <not <(costume [number v]) = [6]>> then\n if <[6] < (costume [number v])> then\n if <not <(ステージ) = [3]>> then\n if <not <(costume [number v]) = [7]>> then\n if <<(ステージ) = [1]> and <(火山灰ゲットした?) = [1]>> then\n next costume\n else\n if <<(ステージ) = [1]> and <(火山灰ゲットした?) = [1]>> then\n switch costume to (21 v)\n end\n end\n end\n end\n end\n if <(costume [number v]) = [7]> then\n wait (1) seconds\n broadcast (クリックでスキップ v)\n wait (1) seconds\n show\n end\n end\n if <(costume [number v]) = [8]> then\n broadcast (1チュートリアル終わり v)\n set [a v] to [1]\n set [文字終わり v] to [1]\n show\n clear graphic effects\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.01) seconds\n hide\n next costume\n end\nend\n\nwhen I receive [次の文 v]\nif <not <(costume [number v]) = [1]>> then\n broadcast (gamenn v)\nend\nif <(1回?それ以上?) = [0]> then\n if <not <(costume [number v]) = [6]>> then\n wait (0.5) seconds\n next costume\n 表示\n broadcast (クリックでスキップ v)\n end\nelse\n start sound [High Whoosh v]\n set [文字終わり v] to [1]\n show\n clear graphic effects\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.01) seconds\n hide\nend\n\nwhen this sprite clicked\nwait until <(A) = [0]>\nwait until <not <mouse down?>>\nif <(A) = [0]> then\n set [a v] to [1]\n broadcast (次の文 v) and wait\nend\n\nwhen flag clicked\nset [a v] to [1]\n\nwhen flag clicked\nset [1回?それ以上? v] to [0]\nif <touching (mouse-pointer v)?> then\n set [マウス触れてます v] to [1]\nelse\n set [マウス触れてます v] to [0]\nend\n\nif <(costume [number v]) = [6]> then\n broadcast (1チュートリアル終わり v)\n set [文字終わり v] to [1]\n show\n clear graphic effects\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.01) seconds\n hide\n next costume\n next costume\nend\n\nwhen flag clicked\nwait (0.01) seconds\nif <([costume # v] of [地面 v]) = [1]> then\n set [1回?それ以上? v] to [0]\nend\nforever\n if <([costume # v] of [地面 v]) = [2]> then\n set [1回?それ以上? v] to [1]\n end\nend\n\nset [文字終わり v] to [0]\n\n表示\n\nnext costume\n\nwhen I receive [表示moji v]\nclear graphic effects\nshow\n\nwhen I receive [リセット v]\nstart sound [High Whoosh v]\nset [文字終わり v] to [1]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nwait (0.01) seconds\n\nset [a v] to [0]\n\nwhen I receive [話終わり v]\nset [a v] to [1]\nswitch costume to (5 v)\nstart sound [High Whoosh v]\nset [文字終わり v] to [1]\nshow\nclear graphic effects\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.01) seconds\nhide\n\nwhen flag clicked\nset [火山灰ゲットした? v] to [0]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [マウス触れてます v] to [1]\n else\n set [マウス触れてます v] to [0]\n end\nend\n\n@スプライト5\n\ndefine 伸縮\nif <(文字終わり) = [1]> then\n hide\nend\nif <(文字終わり) = [0]> then\n show\n clear graphic effects\n go to [front v] layer\n go to x: (71) y: (100)\n set size to (75) %\n repeat until <(A) = [1]>\n repeat (14)\n change size by (0.5)\n if <(A) = [1]> then\n hide\n stop [this script v]\n end\n broadcast (表示moji v)\n end\n wait (0.1) seconds\n repeat (14)\n change size by (-0.5)\n if <(A) = [1]> then\n hide\n stop [this script v]\n end\n end\n wait (0.1) seconds\n end\nend\n\nwhen I receive [次の文 v]\nhide\n\nwhen I receive [クリックでスキップ v]\nif <(文字終わり) = [1]> then\n set [a v] to [1]\n hide\nend\nif <(文字終わり) = [0]> then\n set [a v] to [0]\n wait (0.01) seconds\n wait until <(A) = [0]>\n 伸縮\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nset [文字終わり v] to [0]\nset [a v] to [0]\nhide\n\nhide\n\nwhen I receive [栗好き2 v]\nwait (0.01) seconds\n伸縮\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nbroadcast (栗好き2 v)\n\ndefine 伸縮2\nif <(文字終わり) = [1]> then\n hide\nend\nif <(文字終わり) = [0]> then\n show\n clear graphic effects\n go to [front v] layer\n go to x: (71) y: (100)\n set size to (75) %\n repeat until <(A) = [1]>\n repeat (14)\n change size by (0.5)\n if <(A) = [1]> then\n hide\n stop [this script v]\n end\n end\n wait (0.1) seconds\n repeat (14)\n change size by (-0.5)\n if <(A) = [1]> then\n hide\n stop [this script v]\n end\n end\n wait (0.1) seconds\n end\nend\n\n@綺麗な火山灰\n\nwhen I receive [火山灰 v]\ngo to x: (140) y: (-74)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nshow\nwait until <touching (player v)?>\nset [火山灰ゲットした? v] to [1]\nset [前へ後ろへ v] to [1]\nset [モード切替 v] to [1]\nbroadcast (獲得! v)\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [リセット v]\nif <(ステージ) = [14]> then\n show\nend\nif <not <(ステージ) = [14]>> then\n hide\nend\n\n@爆発\n\nwhen flag clicked\nswitch costume to (explode-05-june\[2 v)\nhide\n\nwhen I receive [爆発 v]\ngo to x: (岩x) y: (岩y)\nswitch costume to (explode-05-june\[2 v)\nshow\nrepeat (25)\n next costume\nend\nhide\n\n@ソフト ターボストップ\n\n@ソフト ターボストップ2\n\nwhen flag clicked\nforever\n set [ターボ対策 v] to [0]\n wait (1) seconds\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n repeat (50)\n change [ターボ対策 v] by (1)\n start sound [ポップ v]\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <[39] < (ターボ対策)> then\n set [ターボ対策 v] to [0]\n broadcast (最後 v)\n stop [all v]\n end\nend\n\nset [☁ 世界一の火山王記録 v] to [500]\n\n | さあ!このゲームに散りばめられた様々な要素を遊びつくそう!\n[この作品の楽しんで欲しい要素]\n1.細かく作ったステージのデザイン\n2.風景と合わせたステージやストーリー\n3.RPG風文字テキスト←時間かかったw\n4.☁クラウドで世界一の火山王\n(一番早くクリアした人)\n5.金曜日、日曜日にやるとタイム-1秒!\n火山王更新のチャンス!\n6.夜や昼によって時間が変わる!\n7.細度まで作ったモーション\n【操作方法】\n↑キー ジャンプ\n左右キー 移動\nkキー 統計情報表示\n※途中まで行くと良質な火山灰が手に入り、\n後ろに戻ります。 |
Elements 1:Heat || A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(x position) > [236]> then\n Reset Level\n change [level v] by (1)\n end\nend\n\ndefine Reset Level\nclear graphic effects\ngo to x: (-200) y: (0)\nswitch costume to (player v)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\ndefine Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nReset Level\n\nwhen I receive [start v]\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] 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] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\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 (-0.8)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-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] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Die\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\n show\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n show\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\n show\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Logo\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (30)\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nreset timer\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (7)\nend\nwait (2) seconds\nbroadcast (Start v)\n\n@Screen\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Name\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-240) y: (-100)\nset size to (200) %\npoint in direction (90)\nreset timer\nrepeat (40)\n move ((timer) * (9)) steps\nend\n\n | You have started your adventure in the Land of Heat. It is very hot and you are trying to escape.\n\nControls:\nUse the arrow keys to move, WASD or the mouse pointer to move. |
Dark2 2 player platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat until <(Level) = [10]>\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [message2 v]\nstop all sounds\nforever\n play sound [End v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [timer v] to [0]\nhide variable [timer v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (message1 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nbroadcast (message3 v)\nstop [this script v]\n\nwhen I receive [message3 v]\nrepeat until <(Level) = [10]>\n wait (0.05) seconds\n change [timer v] by (0.1)\nend\nif <(Level) = [10]> then\n broadcast (message4 v)\n stop [this script v]\nend\n\nwhen I receive [1 v]\ngo to x: (-200) y: (-100)\n\n@Light\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\nshow\nforever\n go [backward v] (1) layers\n go to (sprite1 v)\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to (sprite6 v)\nend\n\n@Platform\n\nwhen I receive [message1 v]\nnext costume\nforever\n set [level v] to (costume [number v])\n if <(Level) = [10]> then\n broadcast (message2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message2 v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (25) %\nshow\ngo to x: (-147) y: (20)\nset [brightness v] effect to (0)\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (25) %\nshow\ngo to x: (-15) y: (0)\nset [brightness v] effect to (0)\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (25) %\nshow\ngo to x: (100) y: (0)\nset [brightness v] effect to (0)\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Spikes\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\n@Number\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n go to x: (-45) y: (100)\n switch costume to (letter (1) of (Timer))\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n go to x: (-60) y: (100)\n switch costume to (letter (1) of (Timer))\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (-75) y: (100)\n switch costume to (letter (1) of (Timer))\n else\n hide\n end\n end\n end\nend\n\n@Number2\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n go to x: (-15) y: (100)\n switch costume to (letter (2) of (Timer))\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n go to x: (-30) y: (100)\n switch costume to (letter (2) of (Timer))\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (-45) y: (100)\n switch costume to (letter (2) of (Timer))\n end\n end\n end\nend\n\n@Number3\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n hide\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n go to x: (0) y: (100)\n switch costume to (letter (3) of (Timer))\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (-15) y: (100)\n switch costume to (letter (3) of (Timer))\n end\n end\n end\nend\n\n@Number4\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n hide\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n hide\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (15) y: (100)\n switch costume to (letter (4) of (Timer))\n end\n end\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [timer v] to [0]\nhide variable [timer v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n if <key (w v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (message1 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nbroadcast (message3 v)\nstop [this script v]\n\nwhen I receive [message3 v]\nrepeat until <(Level) = [10]>\n wait (0.05) seconds\n change [timer v] by (0.1)\nend\nif <(Level) = [10]> then\n broadcast (message4 v)\n stop [this script v]\nend\n\nwhen I receive [2 v]\ngo to x: (-200) y: (-100)\n\n@Sprite7\n\nwhen [1 v] key pressed\nbroadcast (1 v)\n\n@Sprite8\n\nwhen this sprite clicked\n\nwhen [2 v] key pressed\nbroadcast (2 v)\n\n | player 1 use arrow keys to move\nPlayer 2 use WASD\nIf suck press level restart.\npress 1 to reset player 1 and 2 to reset player 2\n\nAvoid spikes and have fun! :-) |
Adventure || A Mobile Scrolling Platformer (Contest Entry) #Games #All | @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]\n\nwhen I receive [game v]\nstop all sounds\nforever\n play sound [JJD - Adventure \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nplay sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\n\n@blank \n\n@Player\n\nwhen flag clicked\nhide\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n win\n else\n game - die\n end\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n switch costume to (player3 v)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n switch costume to (player2 v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> 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\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (levels v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (levels v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (levels v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> 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 (levels v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nset [exit v] to []\nshow\n\ndefine test - die\n\ndefine win\nset [exit v] to []\nhide\nbroadcast (transition v)\nwait (2) seconds\nchange [level v] by (1)\n\nwhen I receive [game v]\nset [player v] to [0]\nforever\n if <(PLAYER) = [1]> then\n set [☁ p1 - x v] to (mouse x)\n set [☁ p1 - x v] to <[] > [50]>\n end\n go to x: (☁ P1 - X) y: (☁ P1 - Y)\nend\n\nwhen [1 v] key pressed\nset [player v] to [1]\n\nwhen I receive [game v]\nforever\n if <not <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n set [exit v] to [die]\n end\n if <touching (danger v)?> then\n set [exit v] to [die]\n end\nend\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]\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 [380] y [0]\n clone at x [380] y [0]\n clone at x [380] y [0]\n clone at x [380] y [0]\n clone at x [380] y [0]\n clone at x [400] y [400]\n clone at x [-380] y [230]\n clone at x [480] y [230]\n clone at x [-480] y [230]\n clone at x [480] y [230]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@coins\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n 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 max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n clone at x [380] y [116]\n clone at x [663] y [-13]\n clone at x [976] y [28]\n clone at x [1722] y [185]\n clone at x [1907] y [185]\n clone at x [2093] y [185]\n clone at x [2337] y [411]\n clone at x [2589] y [411]\n clone at x [1962] y [639]\n clone at x [2122] y [639]\n clone at x [2285] y [639]\nend\nset [x v] to [-9999999999999999999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@danger\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]\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 [380] y [0]\n clone at x [380] y [0]\n clone at x [380] y [0]\n clone at x [380] y [0]\n clone at x [380] y [0]\n clone at x [400] y [400]\n clone at x [-380] y [230]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (470) y: (0)\nhide\n\nwhen I receive [transition v]\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (0)\nglide (1) secs to x: (470) y: (0)\nhide\n\n@flag\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [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 (flag closed v)\n clone at x [2562] y [1263]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (flag closed v)\n clone at x [99999999999] y [99999999999999999]\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 v]\nswitch costume to (flag open v)\n\n@cgguyd\n\nwhen flag clicked\nhide\nswitch costume to (backdrop1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\n\nwhen I receive [game v]\nshow\n\n@menu + thumbnail\n\nwhen I receive [game v]\nbroadcast (green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@start\n\nwhen flag clicked\ngo to x: (0) y: (-135)\nshow\nforever\n change [direction v] by (7.5)\n point in direction ((([sin v] of (direction) ) * (5)) + (90))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (game v)\n end\nend\n\n@cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (5))\nset [x cloud v] to (pick random (-3) to (-7))\nset [ghost v] effect to (pick random (25) to (50))\nset size to (pick random (40) to (100)) %\nset y to (pick random (140) to (160))\nset x to (220)\nrepeat until <(x position) < [-200]>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen I receive [game v]\nhide\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nhide\n\n@money\n\nwhen flag clicked\nset [equipped v] to [none]\nhide\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n go to [front v] layer\n go to x: (193) y: (156)\n set size to (35) %\n if <<((round ((COLLECTED) * (100))) / (100)) = [10]> or <((round ((COLLECTED) * (100))) / (100)) > [10]>> then\n show\n switch costume to (letter (1) of (COLLECTED))\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n wait () seconds\n go to [front v] layer\n set size to (35) %\n set [brightness v] effect to (100)\n switch costume to (0 v)\n go to x: (263) y: (156)\n show\n repeat (10)\n change x by (((193) - (x position)) / (3))\n end\n forever\n go to [front v] layer\n set size to (35) %\n show\n if <(COLLECTED) < [10]> then\n go to x: (193) y: (156)\n switch costume to (letter (1) of (COLLECTED))\n else\n go to x: (207) y: (156)\n switch costume to (letter (2) of (COLLECTED))\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I receive [game v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (98) %\ncreate clone of (_myself_ v)\nset size to (97) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [98]> then\n wait () seconds\n set size to (100) %\n go to [front v] layer\n switch costume to (money v)\n go to x: (263) y: (157)\n show\n repeat (10)\n change x by (((165) - (x position)) / (3))\n end\n forever\n go to x: (165) y: (157)\n set size to (100) %\n show\n switch costume to (money v)\n end\nend\n\nwhen I start as a clone\nif <(size) = [97]> then\n go to [front v] layer\n go [backward v] (1) layers\n wait () seconds\n set size to (100) %\n switch costume to (shading v)\n go to x: (100) y: (0)\n show\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n forever\n go to x: (0) y: (0)\n set size to (100) %\n show\n switch costume to (shading v)\n set [ghost v] effect to (0)\n end\nend\n\n@thing\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of (direction) ) * (5)) + (90))\nend\n\n | hello, and welcome to my best game ever, Adventure!!!\nArrow keys, WASD, or mobile to move. Note: nothing was taken from @--Dessert-- this is a contest entry\nclick the flag 2xs\n \n CREDITS\n@Griffpatch for the scrolling engine\n@Capt_Boanerges for the mountains\n@MJM3 for the coins\nyoutube for the music\n@-DiamondFox- (me) for the rest of the game\n\n GOALS\n100 loves\n200 loves\n300 loves\n\nShoutout #1: @Zillien for being cool\nShoutout #2: @--Dessert-- for hosting the contest\nShoutout #3: @JoeyDoggieRat\nShoutout #4: @Ryham301 |
Simple - A Platformer (Part 1) | @Stage\n\nwhen flag clicked\nstart sound [intro music v]\nswitch backdrop to (thumbnail v)\nwait (3) seconds\nrepeat (4)\n change [brightness v] effect by (25)\n wait (0.3) seconds\nend\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop1 v)\nwait until <key (space v) pressed?>\nif <key (space v) pressed?> then\n stop all sounds\nend\nforever\n play sound [Vexento - Jump v] until done\nend\n\n@player\n\nwhen I receive [go v]\nshow\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\ngo to x: (-217) y: (-20)\nhide variable [yv v]\nhide variable [xv v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.89))\n change x by (xv)\n if <<touching color (#000000)?> or <touching color (#009a2a)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#009a2a)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#009a2a)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#009a2a)?>> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [17]\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n change y by (yv)\n if <touching color (#000000)?> then\n change y by ((yv) - ((yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <touching color (#000000)?>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#e50000)?>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\n if <<touching color (#009a2a)?> or <<touching color (#000000)?> and <touching color (#009a2a)?>>> then\n set [yv v] to [23]\n end\n if <touching (portal v)?> then\n if <(backdrop [number v]) = [14]> then\n go to x: (5) y: (-64)\n repeat (5)\n move (10) steps\n change size by (-10)\n wait (0.07) seconds\n change y by (-10)\n wait (0.07) seconds\n move (-10) steps\n wait (0.07) seconds\n change y by (10)\n change [ghost v] effect by (25)\n end\n change [ghost v] effect by (-250)\n set size to (35) %\n switch backdrop to (next backdrop v)\n go to x: (-211) y: (20)\n end\n if <(backdrop [number v]) = [17]> then\n go to x: (172) y: (-61)\n repeat (5)\n move (10) steps\n change size by (-10)\n wait (0.07) seconds\n change y by (-10)\n wait (0.07) seconds\n move (-10) steps\n wait (0.07) seconds\n change y by (10)\n change [ghost v] effect by (25)\n end\n change [ghost v] effect by (-250)\n set size to (35) %\n switch backdrop to (next backdrop v)\n go to x: (-211) y: (-20)\n end\n if <(backdrop [number v]) = [20]> then\n go to x: (185) y: (147)\n repeat (5)\n move (10) steps\n change size by (-10)\n wait (0.07) seconds\n change y by (-10)\n wait (0.07) seconds\n move (-10) steps\n wait (0.07) seconds\n change y by (10)\n change [ghost v] effect by (25)\n end\n change [ghost v] effect by (-250)\n set size to (35) %\n switch backdrop to (next backdrop v)\n go to x: (-211) y: (-20)\n end\n if <(backdrop [number v]) = [22]> then\n go to x: (200) y: (-82)\n repeat (5)\n move (10) steps\n change size by (-10)\n wait (0.07) seconds\n change y by (-10)\n wait (0.07) seconds\n move (-10) steps\n wait (0.07) seconds\n change y by (10)\n change [ghost v] effect by (25)\n end\n change [ghost v] effect by (-250)\n switch backdrop to (next backdrop v)\n go to x: (-211) y: (-20)\n end\n end\nend\n\nwhen flag clicked\nset size to (55) %\nhide\ngo to x: (-212) y: (-130)\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-211) y: (-128)\n\nwhen backdrop switches to [backdrop16 v]\nset size to (55) %\n\nwhen backdrop switches to [backdrop19 v]\nset size to (55) %\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (1 v)\nshow\n\nwhen backdrop switches to [backdrop22 v]\nset size to (55) %\n\nwhen backdrop switches to [backdrop23 v]\nset size to (55) %\n\n@Sprite1\n\nwhen I receive [go v]\nhide\nstop [other scripts in sprite v]\n\nwhen [space v] key pressed\nbroadcast (go v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\n@portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (88) y: (-103)\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (88) y: (-133)\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (246) y: (-99)\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (258) y: (108)\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop22 v]\nswitch costume to (costume2 v)\nshow\ngo to x: (272) y: (-120)\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\n@spikes\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(backdrop [number v]) = [16]> or <<(backdrop [number v]) = [17]> or <(backdrop [number v]) = [18]>>> then\n set size to (100) %\n show\n go to x: (21) y: (-165)\n if <(backdrop [number v]) = [17]> then\n switch costume to (costume2 v)\n go to x: (22) y: (-166)\n end\n if <(backdrop [number v]) = [16]> then\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [18]> then\n set size to (120) %\n switch costume to (costume3 v)\n go to x: (-41) y: (-18)\n end\n else\n hide\n end\nend\n\n | NOW MOBILE FRIENDLY!\n\nUse arrow keys to move. The game walks you through too. Also, I know it's easy and short, but I am working on a sequel that I hope will be better. I am open to, and appreciate, any tips and suggestions to make my sequel better! Enjoy!\nNote: My first platformer\nPlease check out parts 2 and 3!\nPart 2: https://scratch.mit.edu/projects/409168331/\nPart 3: https://scratch.mit.edu/projects/413466230/ |
Platformer Generator v1.4 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (9) seconds\nforever\n play sound [Sully - Zars v] until done\nend\n\nwhen I receive [create v]\nnext backdrop\n\n@Tile\n\nwhen flag clicked\nerase all\ndelete all of [level code v]\nshow list [level code v]\ndelete all of [bounce v]\ndelete all of [ground v]\ndelete all of [finish v]\ndelete all of [lava v]\nswitch costume to (ground v)\ndelete all of [start v]\nhide\n\nwhen I start as a clone\nwait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\ndelete this clone\n\nwhen I receive [delete all clones v]\nif <(costume [number v]) = [1]> then\n add (join (x position) [.]) to [ground v]\n add (join (y position) [.]) to [ground v]\nend\nif <(costume [number v]) = [2]> then\n add (join (x position) [.]) to [lava v]\n add (join (y position) [.]) to [lava v]\nend\nif <(costume [number v]) = [3]> then\n add (join (x position) [.]) to [bounce v]\n add (join (y position) [.]) to [bounce v]\nend\nif <(costume [number v]) = [4]> then\n if <(length of [start v]) = [0]> then\n add (join (x position) [.]) to [start v]\n add (join (y position) [.]) to [start v]\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [5]> then\n add (join (x position) [.]) to [finish v]\n add (join (y position) [.]) to [finish v]\nend\ndelete this clone\n\nwhen I receive [create v]\nshow\nforever\n go to x: ((25) * (round ((mouse x) / (25)))) y: ((25) * (round ((mouse y) / (25))))\n if <mouse down?> then\n if <not <(costume [number v]) = [6]>> then\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (right arrow v) pressed?> then\n next costume\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (space v) pressed?> then\n broadcast (Delete all clones v)\n wait (0.3) seconds\n add [] to [level code v]\n replace item (1) of [level code v] with (join (item (1) of [start v]) (item (2) of [start v]))\n replace item (1) of [level code v] with (join (item (1) of [level code v]) [/])\n set [codegencontrol v] to [1]\n repeat (length of [ground v])\n replace item (1) of [level code v] with (join (item (1) of [level code v]) (item (codeGenControl) of [ground v]))\n change [codegencontrol v] by (1)\n end\n replace item (1) of [level code v] with (join (item (1) of [level code v]) [/])\n set [codegencontrol v] to [1]\n repeat (length of [lava v])\n replace item (1) of [level code v] with (join (item (1) of [level code v]) (item (codeGenControl) of [lava v]))\n change [codegencontrol v] by (1)\n end\n replace item (1) of [level code v] with (join (item (1) of [level code v]) [/])\n set [codegencontrol v] to [1]\n repeat (length of [bounce v])\n replace item (1) of [level code v] with (join (item (1) of [level code v]) (item (codeGenControl) of [bounce v]))\n change [codegencontrol v] by (1)\n end\n replace item (1) of [level code v] with (join (item (1) of [level code v]) [/])\n set [codegencontrol v] to [1]\n repeat (length of [finish v])\n replace item (1) of [level code v] with (join (item (1) of [level code v]) (item (codeGenControl) of [finish v]))\n change [codegencontrol v] by (1)\n end\n replace item (1) of [level code v] with (join (item (1) of [level code v]) [/])\n add [Click 3x to copy!] to [level code v]\n wait (2.4) seconds\n hide list [level code v]\n stop [this script v]\n end\nend\n\nwhen I receive [level v]\nwait (1) seconds\nGen Level\n\ndefine Gen Level\nwait (2.3) seconds\nask [Paste Level Save Code Below. \(press enter or click check to dismiss.\)] and wait\nadd (answer) to [level code v]\nset [codegencontrol v] to [1]\nset [coderuncontrol v] to [1]\nadd [] to [start v]\nrepeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [start v] with (join (item (codeRunControl) of [start v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [start v]\nend\ndelete (length of [start v]) of [start v]\nset [coderuncontrol v] to [1]\nchange [codegencontrol v] by (1)\nadd [] to [ground v]\nrepeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [ground v] with (join (item (codeRunControl) of [ground v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [ground v]\nend\ndelete (length of [ground v]) of [ground v]\nset [coderuncontrol v] to [1]\nchange [codegencontrol v] by (1)\nadd [] to [lava v]\nrepeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [lava v] with (join (item (codeRunControl) of [lava v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [lava v]\nend\ndelete (length of [lava v]) of [lava v]\nset [coderuncontrol v] to [1]\nchange [codegencontrol v] by (1)\nadd [] to [bounce v]\nrepeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [bounce v] with (join (item (codeRunControl) of [bounce v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [bounce v]\nend\ndelete (length of [bounce v]) of [bounce v]\nset [coderuncontrol v] to [1]\nchange [codegencontrol v] by (1)\nadd [] to [finish v]\nrepeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [finish v] with (join (item (codeRunControl) of [finish v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [finish v]\nend\ndelete (length of [finish v]) of [finish v]\nerase all\nshow\ngo to [front v] layer\nswitch costume to (ground v)\nset [coderuncontrol v] to [1]\nrepeat ((length of [ground v]) / (2))\n set x to (item (codeRunControl) of [ground v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [ground v])\n change [coderuncontrol v] by (1)\n stamp\nend\nswitch costume to (lava v)\nset [coderuncontrol v] to [1]\nrepeat ((length of [lava v]) / (2))\n set x to (item (codeRunControl) of [lava v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [lava v])\n change [coderuncontrol v] by (1)\n stamp\nend\nswitch costume to (bounce v)\nset [coderuncontrol v] to [1]\nrepeat ((length of [bounce v]) / (2))\n set x to (item (codeRunControl) of [bounce v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [bounce v])\n change [coderuncontrol v] by (1)\n stamp\nend\nswitch costume to (finish v)\nset [coderuncontrol v] to [1]\nrepeat ((length of [finish v]) / (2))\n set x to (item (codeRunControl) of [finish v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [finish v])\n change [coderuncontrol v] by (1)\n stamp\nend\nhide\nbroadcast (Run platformer v)\n\nwhen I receive [complete v]\nshow list [level code v]\ndelete all of [bounce v]\ndelete all of [ground v]\ndelete all of [finish v]\ndelete all of [lava v]\ndelete all of [start v]\nchange [codegencontrol v] by (1)\nhide\nif <(letter (codeGenControl) of (item (1) of [level code v])) = [=]> then\n change [codegencontrol v] by (1)\n set [coderuncontrol v] to [1]\n add [] to [start v]\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [start v] with (join (item (codeRunControl) of [start v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [start v]\n end\n delete (length of [start v]) of [start v]\n set [coderuncontrol v] to [1]\n change [codegencontrol v] by (1)\n add [] to [ground v]\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [ground v] with (join (item (codeRunControl) of [ground v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [ground v]\n end\n delete (length of [ground v]) of [ground v]\n set [coderuncontrol v] to [1]\n change [codegencontrol v] by (1)\n add [] to [lava v]\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [lava v] with (join (item (codeRunControl) of [lava v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [lava v]\n end\n delete (length of [lava v]) of [lava v]\n set [coderuncontrol v] to [1]\n change [codegencontrol v] by (1)\n add [] to [bounce v]\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [bounce v] with (join (item (codeRunControl) of [bounce v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [bounce v]\n end\n delete (length of [bounce v]) of [bounce v]\n set [coderuncontrol v] to [1]\n change [codegencontrol v] by (1)\n add [] to [finish v]\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [/]>\n repeat until <(letter (codeGenControl) of (item (1) of [level code v])) = [.]>\n replace item (codeRunControl) of [finish v] with (join (item (codeRunControl) of [finish v]) (letter (codeGenControl) of (item (1) of [level code v])))\n change [codegencontrol v] by (1)\n end\n change [codegencontrol v] by (1)\n change [coderuncontrol v] by (1)\n add [] to [finish v]\n end\n delete (length of [finish v]) of [finish v]\n erase all\n show\n go to [front v] layer\n switch costume to (ground v)\n set [coderuncontrol v] to [1]\n repeat ((length of [ground v]) / (2))\n set x to (item (codeRunControl) of [ground v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [ground v])\n change [coderuncontrol v] by (1)\n stamp\n end\n switch costume to (lava v)\n set [coderuncontrol v] to [1]\n repeat ((length of [lava v]) / (2))\n set x to (item (codeRunControl) of [lava v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [lava v])\n change [coderuncontrol v] by (1)\n stamp\n end\n switch costume to (bounce v)\n set [coderuncontrol v] to [1]\n repeat ((length of [bounce v]) / (2))\n set x to (item (codeRunControl) of [bounce v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [bounce v])\n change [coderuncontrol v] by (1)\n stamp\n end\n switch costume to (finish v)\n set [coderuncontrol v] to [1]\n repeat ((length of [finish v]) / (2))\n set x to (item (codeRunControl) of [finish v])\n change [coderuncontrol v] by (1)\n set y to (item (codeRunControl) of [finish v])\n change [coderuncontrol v] by (1)\n stamp\n end\n hide\n broadcast (Run platformer v)\nend\n\nwhen flag clicked\nforever\n if <(answer) = []> then\n broadcast (SHOW v)\n end\nend\n\n@Button\n\nwhen flag clicked\nshow\nswitch costume to (create v)\ngo to x: (-120) y: (-65)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (240)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n broadcast (Create v)\n delete this clone\n end\n if <(costume [number v]) = [2]> then\n broadcast (Level v)\n delete this clone\n end\n if <(costume [number v]) = [3]> then\n broadcast (Platformer v)\n delete this clone\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [create v]\ndelete this clone\n\nwhen I receive [level v]\ndelete this clone\n\nwhen I receive [platformer v]\ndelete this clone\n\nnext costume\nchange x by (-320)\ncreate clone of (_myself_ v)\n\n@platformer\n\nwhen I receive [run platformer v]\nshow\ngo to x: (item (1) of [start v]) y: (item (2) of [start v])\nrepeat until <touching color (#f466ff)?>\n Platformer\nend\nset [jump v] to [0]\nset [speed v] to [0]\nhide\nerase all\nbroadcast (Complete v)\n\ndefine Platformer\nchange x by (Speed)\nif <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (1)\n if <touching color (#6bff66)?> then\n change y by (-8)\n repeat until <not <touching color (#6bff66)?>>\n change x by ((0) - ((Speed) / ([abs v] of (Speed) )))\n end\n if <key (up arrow v) pressed?> then\n set [speed v] to ((7) * ((0) - ((Speed) / ([abs v] of (Speed) ))))\n set [jump v] to [10]\n else\n set [speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Jump)\nif <touching color (#6bff66)?> then\n if <(Jump) > [0]> then\n repeat until <not <touching color (#6bff66)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#6bff66)?>>\n change y by (1)\n end\n end\n set [jump v] to [0]\nend\nchange y by (-3)\nif <<touching color (#feff66)?> or <<key (up arrow v) pressed?> and <touching color (#6bff66)?>>> then\n if <touching color (#feff66)?> then\n set [jump v] to [15]\n else\n set [jump v] to [10]\n end\nelse\n change [jump v] by (-1)\nend\nchange y by (3)\nif <key (right arrow v) pressed?> then\n if <(Speed) < [11]> then\n change [speed v] by (1)\n end\nelse\n if <key (left arrow v) pressed?> then\n if <(Speed) > [-11]> then\n change [speed v] by (-1)\n end\n else\n if <(Speed) > [0]> then\n change [speed v] by (-1)\n else\n if <(Speed) < [0]> then\n change [speed v] by (1)\n end\n end\n end\nend\nif <<touching color (#ff6666)?> or <(y position) < [-175]>> then\n set [jump v] to [0]\n set [speed v] to [0]\n go to x: (item (1) of [start v]) y: (item (2) of [start v])\nend\n\nwhen flag clicked\nset [speed v] to [0]\nset [jump v] to [0]\nhide\ngo to x: (0) y: (0)\n\n@break\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (6) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Spawn\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nshow\ngo to [front v] layer\nwait (2.3) seconds\nhide\n\nwhen flag clicked\nwait (8) seconds\nforever\n if <key (space v) pressed?> then\n show\n go to [front v] layer\n wait (2.3) seconds\n hide\n end\nend\n\n@Notes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (6) seconds\nshow\ngo to [back v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (100) %\n end\n end\n if <<(costume [number v]) = [2]> and <key (up arrow v) pressed?>> then\n hide\n next costume\n show\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nhide\ngo to [front v] layer\nshow\n\nwhen I receive [show v]\nshow\n\n@Credits\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (6) seconds\nshow\ngo to [back v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (100) %\n end\n end\n if <<(costume [number v]) = [2]> and <key (up arrow v) pressed?>> then\n hide\n next costume\n show\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nhide\ngo to [front v] layer\nshow\n\nwhen I receive [show v]\nshow\n\n@TN\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\n@Scratch Analytics\n\nwhen flag clicked\ndelete all of [resultlist v]\nset [#scratchlytics | encode alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789-_ абвгдеёжзийклмнопрстуфхцчшщьыъэюя.,/]\nwait (1) seconds\ndecode cloud var (☁ @Scratchlytics | Username list) to string\nencode string (#scratchlytics | encode result) to list\nif <not <[resultlist v] contains (username)?>> then\n insert (username) at (1) of [resultlist v] \n decode list "resultList" to string\n encode string (#scratchlytics | encode result) to cloud var\n set [☁ @scratchlytics | username list v] to (#scratchlytics | encode result)\nend\ndecode cloud var (☁ @Scratchlytics | Username list) to string\nencode string (#scratchlytics | encode result) to list\ndelete all of [users history v]\nset [i1 v] to [1]\nif <(length of [resultlist v]) > [20]> then\n repeat (20)\n add (item (i1) of [resultlist v]) to [users history v]\n change [i1 v] by (1)\n end\nelse\n repeat (length of [resultlist v])\n add (item (i1) of [resultlist v]) to [users history v]\n change [i1 v] by (1)\n end\nend\nforever\n if <(☁ @Scratchlytics | Total time) < [60]> then\n set [total watch time v] to (join (☁ @Scratchlytics | Total time) [ seconds])\n else\n if <(☁ @Scratchlytics | Total time) < [3600]> then\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (60))) [ minutes])\n else\n if <(☁ @Scratchlytics | Total time) < [86400]> then\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (3600))) [ hours])\n else\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (86400))) [ days])\n end\n end\n end\n if <(☁ @Scratchlytics | Clicks) < [1000]> then\n set [total clicks v] to (☁ @Scratchlytics | Clicks)\n else\n if <(☁ @Scratchlytics | Clicks) < [1000000]> then\n set [total clicks v] to (join (letter (1) of (☁ @Scratchlytics | Clicks)) [K])\n else\n set [total clicks v] to (join (letter (1) of (☁ @Scratchlytics | Clicks)) [M])\n end\n end\n if <(☁ @Scratchlytics | Stops) < [1000]> then\n set [users who stopped immediately v] to (☁ @Scratchlytics | Stops)\n else\n set [users who stopped immediately v] to (join (letter (1) of (☁ @Scratchlytics | Stops)) [K])\n end\n wait (1) seconds\nend\n\ndefine encode string (s) to cloud var\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat (length of (s))\n if < (#scratchlytics | encode alphabet) contains (letter (i1) of (s))?> then\n set [i2 v] to [1]\n repeat (length of (#scratchlytics | encode alphabet))\n if <(letter (i2) of (#scratchlytics | encode alphabet)) = (letter (i1) of (s))> then\n if <(i2) < [10]> then\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (join [0] (i2)))\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (i2))\n end\n end\n change [i2 v] by (1)\n end\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) [73])\n end\n change [i1 v] by (1)\nend\n\ndefine decode cloud var (c) to string\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat until <(i1) > ((length of (c)) - (1))>\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (letter (join (letter (i1) of (c)) (letter ((i1) + (1)) of (c))) of (#scratchlytics | encode alphabet)))\n change [i1 v] by (2)\nend\n\ndefine encode string (s) to list\ndelete all of [resultlist v]\nadd [] to [resultlist v]\nset [i1 v] to [1]\nrepeat (length of (s))\n if <(letter (i1) of (s)) = [/]> then\n add [] to [resultlist v]\n else\n replace item (length of [resultlist v]) of [resultlist v] with (join (item (length of [resultlist v]) of [resultlist v]) (letter (i1) of (s)))\n end\n change [i1 v] by (1)\nend\n\ndefine decode list "resultList" to string\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat (length of [resultlist v])\n if <(#scratchlytics | encode result) = []> then\n set [#scratchlytics | encode result v] to (item (i1) of [resultlist v])\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (join [/] (item (i1) of [resultlist v])))\n end\n change [i1 v] by (1)\nend\n\ndefine Clear All Analytics Data\nset [☁ @scratchlytics | username list v] to [0]\nset [☁ @scratchlytics | total time v] to [0]\nset [☁ @scratchlytics | clicks v] to [0]\nset [☁ @scratchlytics | stops v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [☁ @scratchlytics | total time v] by (1)\nend\n\nwhen flag clicked\nforever\n wait until <mouse down?>\n wait until <not <mouse down?>>\n change [☁ @scratchlytics | clicks v] by (1)\nend\n\nwhen flag clicked\nif <not <[resultlist v] contains (username)?>> then\n change [☁ @scratchlytics | stops v] by (1)\n wait (5) seconds\n change [☁ @scratchlytics | stops v] by (-1)\nend\n\nwhen flag clicked\ndelete all of [admins list v]\nadd [EPICCODERS1010] to [admins list v]\n\nadd (username) to [admins list v]\n\nwhen flag clicked\nshow list [users history v]\nhide variable [users who stopped immediately v]\nhide variable [total watch time v]\nhide variable [total clicks v]\nforever\n wait until <<key (a v) pressed?> and <key (left arrow v) pressed?>>\n wait until <not <<key (a v) pressed?> and <key (left arrow v) pressed?>>>\n if <<[admins list v] contains (username)?> or <(username) = [EPICCODERS1010]>> then\n hide list [users history v]\n show variable [users who stopped immediately v]\n show variable [total watch time v]\n show variable [total clicks v]\n end\n wait until <<key (a v) pressed?> and <key (left arrow v) pressed?>>\n wait until <not <<key (a v) pressed?> and <key (left arrow v) pressed?>>>\n show list [users history v]\n hide variable [users who stopped immediately v]\n hide variable [total watch time v]\n hide variable [total clicks v]\nend\n\nwhen flag clicked\ngo to x: (73) y: (-120)\nswitch costume to (intro v)\nshow\ngo to [front v] layer\nrepeat (50)\n go to [front v] layer\n wait (0) seconds\nend\nset [xvel v] to [1]\nrepeat (20)\n go to [front v] layer\n change x by (xvel)\n change [xvel v] by ((xvel) * (0.5))\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (logo v)\n\nwhen I receive [\[delete this message\] $scratchlytics-off 0746 v]\nwait (1) seconds\nif <([size v] of [slides-ru v]) = [100]> then\n add (username) to [admins list v]\nend\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [yuh v]\nshow\ngo to x: (-142) y: (-67)\nswitch costume to (costume1 v)\nwait (1.5) seconds\nswitch costume to (costume3 v)\nwait (0.7) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nglide (0.5) secs to x: (-142) y: (-115)\nhide\n\nbroadcast (yuh v)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [yuh v]\ngo to x: (-94) y: (-182)\nwait (1) seconds\ngo to [front v] layer\nshow\nglide (0.5) secs to x: (-129) y: (-151)\nstart sound [drive around v]\nwait (0.5) seconds\nglide (0.2) secs to x: (-196) y: (-151)\nstart sound [drive around v]\nwait (1) seconds\nglide (0.5) secs to x: (-199) y: (-191)\nhide\n\nstart sound [drive around v]\n\nwhen flag clicked\nwait (40) seconds\nbroadcast (yuh v)\n\n@Intro\n\nwhen I receive [intro v]\nstart sound [intro \(2\) v]\nwait until <(IntroEnd) = [1]>\nwait (1) seconds\nrepeat (100)\n change volume by (-2)\nend\n\nwhen flag clicked\nset [introdrop v] to [0]\nset [introend v] to [0]\nhide\nbroadcast (Intro v)\n\nwhen I start as a clone\nswitch costume to (IntroSprite)\n\nwhen I start as a clone\nif <(IntroSprite) = [Logo]> then\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (1000)\n go to [front v] layer\n clear graphic effects\n show\n repeat (30)\n change size by (((150) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (1) seconds\n repeat (30)\n change size by (((size) - (151)) / (5))\n change y by (((y position) - (1)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nset [introspritetype v] to [Background]\nset [introsprite v] to [Background1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [introsprite v] to [Background2]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Background3]\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nset [introspritetype v] to [0]\nset [introsprite v] to [Lets Go]\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nset [introdrop v] to [1]\nParticles\nwait (0.01) seconds\nset [introsprite v] to [Logo]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [introspritetype v] to [Circle]\nset [introsprite v] to [Circle1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle2]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle3]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle4]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle5]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle6]\ncreate clone of (_myself_ v)\n\ndefine Particles\nset [introsprite v] to [Particle]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Particle]> then\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\n set [ghost v] effect to (pick random (30) to (50))\n set [color v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n go to x: (0) y: (0)\n show\n set [introparticle1 v] to (pick random (0) to (20))\n set [introparticle2 v] to (pick random (-10) to (10))\n set [introparticle3 v] to [0]\n repeat until <<touching (_edge_ v)?> or <(size) < [17]>>\n change x by (IntroParticle2)\n change y by (IntroParticle1)\n change size by (IntroParticle3)\n change [introparticle1 v] by (-1)\n change [introparticle3 v] by (-0.2)\n end\n delete this clone\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Background]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-348)\n go to [front v] layer\n clear graphic effects\n show\n repeat (15)\n change y by (((y position) - (-349)) / (3))\n end\n set [brightness v] effect to (50)\n go to x: (0) y: (0)\n repeat (10)\n change [brightness v] effect by (-5)\n end\nend\n\nwait (0.4) seconds\n\nwhen I start as a clone\nif <(IntroSprite) = [Lets Go]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-1000)\n go to [front v] layer\n clear graphic effects\n show\n repeat (15)\n change y by (((0) - (y position)) / (3))\n change size by (((size) - (101)) / (3))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Circle]> then\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (30)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n repeat (30)\n change size by (((size) - (99)) / (5))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Background]> then\n wait (4.5) seconds\n set [introend v] to [1]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [done v]\nhide\n\n | • So it's fairly easy to make a very high-quality pen \n platformer in this easy, fast, and efficient project! \n First you want to click "generate" and that should \n make you enter into a background where you see a \n green tile, well that will be the ground, and to \n change, and browse through the different types of \n blocks simply scroll using your arrow keys. If you \n are done, press space. if you want to load a code, \n triple click the code given before, then paste it in the \n box.\n\nGround types:\nRed- lava\ngreen- ground (regular)\nyellow- bounce pad\ngreen "s" block- represents the start.\npurple "f" block- represents the finish.\nwhite block- eraser, to erase any mistaken tiles placed.\n\n∞ All of the physics, art, and engines, are by me.\n\n• Propose to be featured: \n https://scratch.mit.edu/studios/4228481\n\n\n |
Outline (A 100% Pen Scrolling Platformer Engine) | @Stage\n\n@THE ENGINE\n\ndefine tri fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [z lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [z lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [z lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [z peri v] to ((1) / (((Z lena) + (Z lenb)) + (Z lenc)))\nset [z incx v] to (((((Z lena) * (ax)) + ((Z lenb) * (bx))) + ((Z lenc) * (cx))) * (Z peri))\nset [z incy v] to (((((Z lena) * (ay)) + ((Z lenb) * (by))) + ((Z lenc) * (cy))) * (Z peri))\nset [z ind v] to ([sqrt v] of ((((((Z lenb) + (Z lenc)) - (Z lena)) * (((Z lenc) + (Z lena)) - (Z lenb))) * (((Z lena) + (Z lenb)) - (Z lenc))) * (Z peri)) )\nset [z aox v] to ((Z incx) - (ax))\nset [z aoy v] to ((Z incy) - (ay))\nset [z box v] to ((Z incx) - (bx))\nset [z boy v] to ((Z incy) - (by))\nset [z cox v] to ((Z incx) - (cx))\nset [z coy v] to ((Z incy) - (cy))\nif <<(Z lena) < (Z lenb)> and <(Z lena) < (Z lenc)>> then\n set [z td v] to ([sqrt v] of (((Z Aox) * (Z Aox)) + ((Z Aoy) * (Z Aoy))) )\nelse\n if <<(Z lenb) > (Z lena)> or <(Z lenb) > (Z lenc)>> then\n set [z td v] to ([sqrt v] of (((Z Cox) * (Z Cox)) + ((Z Coy) * (Z Coy))) )\n else\n set [z td v] to ([sqrt v] of (((Z Box) * (Z Box)) + ((Z Boy) * (Z Boy))) )\n end\nend\nset [z rate v] to ((((Z td) * (2)) - (Z ind)) / ((Z td) * (4)))\nset [z td v] to ((1) + (0))\ngo to x: (round (Z incx)) y: (round (Z incy))\nset pen size to (Z ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (Z ind)) ) / ([log v] of (Z rate) )) )\n set [z td v] to ((Z td) * (Z rate))\n set pen size to ((Z ind) * (Z td))\n go to x: (((Z Aox) * (Z td)) + (ax)) y: (((Z Aoy) * (Z td)) + (ay))\n go to x: (((Z Box) * (Z td)) + (bx)) y: (((Z Boy) * (Z td)) + (by))\n go to x: (((Z Cox) * (Z td)) + (cx)) y: (((Z Coy) * (Z td)) + (cy))\n go to x: (((Z Aox) * (Z td)) + (ax)) y: (((Z Aoy) * (Z td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine rect fill (x1) (y1) (x2) (y2) (res)\nswitch costume to (costume1 v)\nset size to (5000) %\nswitch costume to (costume2 v)\nset pen size to (3)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x1) y: (y2)\ngo to x: (x1) y: (y1)\npen up\n\ntri fill (x1) (y1) (x2) (y1) (x1) (y2) resolution: (res)\ntri fill (x1) (y2) (x2) (y1) (x2) (y2) resolution: (res)\n\nwhen flag clicked\nset [@level v] to [1]\nforever\n Reset\n repeat until <(@DIE) > []>\n erase all\n Game\n FPS Counter\n end\n if <(@DIE) = [Die]> then\n Die\n else\n wait (0.7) seconds\n change [@level v] by (1)\n end\nend\n\ndefine Game\nRender Background\nRender Player ((@X) - (@CAM X)) ((@Y) - (@CAM Y)) [20] [10]\nRender Level\nPhysics\n\ndefine Render Player (x) (y) (size) (res)\nset pen color to (#2aff00)\nrect fill ((x) - ((size) / (2))) ((y) + ((size) / (2))) ((x) + ((size) / (2))) ((y) - ((size) / (2))) (res)\n\ndefine Physics\nif <(@YV) > [-20]> then\n change [@yv v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [@xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [@xv v] by (1)\nend\nset [@xv v] to ((@XV) * (0.9))\nChange x by (@XV)\nchange [@y v] by (-2)\nCollision - Ground\nif <<(_touching ground?) = [1]> and <key (up arrow v) pressed?>> then\n set [@yv v] to [16]\nend\nif <<(_touching mv?) = [1]> and <key (up arrow v) pressed?>> then\n set [@yv v] to [16]\nend\nchange [@y v] by (2)\nChange y by (@YV)\nchange [@cam x v] by (((@X) - (@CAM X)) / (10))\nchange [@cam y v] by (((@Y) - (@CAM Y)) / (10))\nif <(@CAM X) < [0]> then\n set [@cam x v] to [0]\nend\nif <(@CAM Y) < [0]> then\n set [@cam y v] to [0]\nend\nif <(@Y) < [-180]> then\n set [@die v] to [die]\nend\nCollision - Lava\nif <(_touching danger?) = [1]> then\n set [@die v] to [die]\nend\nset [@x v] to (round (@X))\nset [@y v] to (round (@Y))\nCollision - Bouncy\nif <(_touching bouncy?) = [1]> then\n set [@yv v] to [20]\nend\nCollision - End\nif <(_touching end?) = [1]> then\n set [@die v] to [Win]\nend\n\ndefine Reset\nset [@x v] to [-174]\nset [@y v] to [-124]\nset [@cam x v] to [0]\nset [@cam y v] to [0]\nset [@xv v] to [0]\nset [@yv v] to [0]\nset [@player size v] to [25]\nset [@die v] to []\nset [f frames v] to [0]\nset [f next second v] to [1]\n\ndefine Change x by (xv)\nchange [@x v] by (xv)\nCollision - Ground\nif <(_touching ground?) = [1]> then\n repeat (12)\n change [@y v] by (1)\n Collision - Ground\n if <not <(_touching ground?) = [1]>> then\n stop [this script v]\n end\n end\n change [@y v] by (-12)\n Collision - Ground\n if <(_touching ground?) = [1]> then\n repeat until <not <(_touching ground?) = [1]>>\n if <(xv) > [0]> then\n change [@x v] by (-1)\n else\n change [@x v] by (1)\n end\n Collision - Ground\n end\n set [@xv v] to [0]\n end\nend\n\ndefine Change y by (yv)\nchange [@y v] by (yv)\nCollision - Ground\nif <(_touching ground?) = [1]> then\n repeat until <not <(_touching ground?) = [1]>>\n if <(yv) > [0]> then\n change [@y v] by (-1)\n else\n change [@y v] by (1)\n end\n Collision - Ground\n end\n set [@yv v] to [0]\nend\n\ndefine Render Level\ndelete all of [g r x1 v]\ndelete all of [g r y1 v]\ndelete all of [g r x2 v]\ndelete all of [g r y2 v]\ndelete all of [mv r x1 v]\ndelete all of [mv r y1 v]\ndelete all of [mv r x2 v]\ndelete all of [mv r y2 v]\ndelete all of [l x1 v]\ndelete all of [l x2 v]\ndelete all of [l y1 v]\ndelete all of [l y2 v]\ndelete all of [b x1 v]\ndelete all of [b x2 v]\ndelete all of [b y1 v]\ndelete all of [b y2 v]\ndelete all of [e x1 v]\ndelete all of [e x2 v]\ndelete all of [e y1 v]\ndelete all of [e x2 v]\nif <(@LEVEL) = [1]> then\n Render Ground - x1/x2/y1/y2 [-240] [-140] [200] [-180]\n Render Ground - x1/x2/y1/y2 [160] [200] [200] [-20]\n Render Ground - x1/x2/y1/y2 [-100] [-80] [-80] [-100]\n Render Ground - x1/x2/y1/y2 [0] [0] [20] [-20]\n Render Ground - x1/x2/y1/y2 [80] [80] [100] [60]\n Render Ground - x1/x2/y1/y2 [250] [200] [500] [160]\n Render Lava - x1/x2 [503] [597] base y [160] height [20] rise fall speed/range [40] [12]\n Render Ground - x1/x2/y1/y2 [600] [200] [650] [160]\n Render Lava - x1/x2 [503] [597] base y [160] height [20] rise fall speed/range [40] [12]\n Render Ground - x1/x2/y1/y2 [600] [200] [650] [160]\n Render Lava - x1/x2 [653] [747] base y [160] height [20] rise fall speed/range [40] [12]\n Render Ground - x1/x2/y1/y2 [750] [200] [800] [160]\n Render Ground - x1/x2/y1/y2 [850] [100] [950] [60]\n Render Ground - x1/x2/y1/y2 [1000] [0] [1100] [-40]\n Render Ground - x1/x2/y1/y2 [1150] [-100] [1250] [-140]\n Render Bouncy x1/y1/x2/y2 [1253] [-100] [1332] [-140]\n Render Ground - x1/x2/y1/y2 [1335] [50] [1400] [-140]\n Render End x1/y1/x2/y2 [1480] [130] [1520] [170]\nend\nif <(@LEVEL) = [2]> then\n Render Ground - x1/x2/y1/y2 [-240] [-140] [200] [-180]\n Render Lava - x1/x2 [-140] [-120] base y [-140] height [100] rise fall speed/range [90] [90]\n Render Lava - x1/x2 [60] [80] base y [-140] height [100] rise fall speed/range [90] [90]\n Render Ground - x1/x2/y1/y2 ((230) + (([cos v] of (((days since 2000) * (100000)) * (100)) ) * (100))) [-40] [340] [-80]\n Render Ground - x1/x2/y1/y2 [380] [70] ((490) + (([cos v] of (((days since 2000) * (100000)) * (100)) ) * (100))) [30]\n Render Bouncy x1/y1/x2/y2 [650] [70] [900] [30]\n Render Lava - x1/x2 [650] [850] base y [250] height [40] rise fall speed/range [0] [0]\n Render End x1/y1/x2/y2 [1000] [250] [1040] [210]\nend\nif <(@LEVEL) = [3]> then\n Render Ground - x1/x2/y1/y2 [-240] [-140] [-140] [-180]\nend\n\ndefine Render Ground - x1/x2/y1/y2 (x1) (y1) (x2) (y2)\nset pen color to (#000000)\nrect fill ((x1) - (@CAM X)) ((y1) - (@CAM Y)) ((x2) - (@CAM X)) ((y2) - (@CAM Y)) [1]\nadd (x1) to [g r x1 v]\nadd (y1) to [g r y1 v]\nadd (x2) to [g r x2 v]\nadd (y2) to [g r y2 v]\n\ndefine Collision - Ground\nset [# v] to [1]\nset [_touching ground? v] to [0]\nrepeat (length of [g r x1 v])\n if <((@X) + ((@PLAYER SIZE) / (2))) > (item (#) of [g r x1 v])> then\n if <((@X) - ((@PLAYER SIZE) / (2))) < (item (#) of [g r x2 v])> then\n if <((@Y) - ((@PLAYER SIZE) / (2))) < (item (#) of [g r y1 v])> then\n if <((@Y) + ((@PLAYER SIZE) / (2))) > (item (#) of [g r y2 v])> then\n set [_touching ground? v] to [1]\n end\n end\n end\n end\n change [# v] by (1)\nend\nset [# v] to [1]\nset [_touching mv? v] to [0]\nrepeat (length of [mv r x1 v])\n if <((@X) + ((@PLAYER SIZE) / (2))) > (item (#) of [mv r x1 v])> then\n if <((@X) - ((@PLAYER SIZE) / (2))) < (item (#) of [mv r x2 v])> then\n if <((@Y) - ((@PLAYER SIZE) / (2))) < (item (#) of [mv r y1 v])> then\n if <((@Y) + ((@PLAYER SIZE) / (2))) > (item (#) of [mv r y2 v])> then\n set [_touching mv? v] to [1]\n end\n end\n end\n end\n change [# v] by (1)\nend\n\ndefine Render Background\ngo to x: (0) y: (0)\nset pen color to (#ffffff)\nset pen size to (1000)\npen down\npen up\n\ndefine Die\nset [@die v] to []\nFPS Counter\nwait (1) seconds\n\ndefine FPS Counter\nchange [f frames v] by (1)\nif <(timer) > (F next second)> then\n set [fps v] to (F frames)\n set [f frames v] to [0]\n change [f next second v] by (1)\nend\n\ndefine Render Lava - x1/x2 (x1) (x2) base y (base y) height (height) rise fall speed/range (speed) (range)\nset pen color to (#ff0000)\nrect fill ((x1) - (@CAM X)) ((((base y) + (height)) + ([abs v] of (([cos v] of (((days since 2000) * (100000)) * (speed)) ) * (range)) )) - (@CAM Y)) ((x2) - (@CAM X)) ((base y) - (@CAM Y)) [1]\nadd (x1) to [l x1 v]\nadd (((base y) + (height)) + ([abs v] of (([cos v] of (((days since 2000) * (100000)) * (speed)) ) * (range)) )) to [l y1 v]\nadd (x2) to [l x2 v]\nadd (base y) to [l y2 v]\n\nwhen [timer v] > (0.01)\nerase all\n\ndefine Collision - Lava\nset [# v] to [1]\nset [_touching danger? v] to [0]\nrepeat (length of [l y1 v])\n if <((@X) + ((@PLAYER SIZE) / (2))) > (item (#) of [l x1 v])> then\n if <((@X) - ((@PLAYER SIZE) / (2))) < (item (#) of [l x2 v])> then\n if <((@Y) - ((@PLAYER SIZE) / (2))) < (item (#) of [l y1 v])> then\n if <((@Y) + ((@PLAYER SIZE) / (2))) > (item (#) of [l y2 v])> then\n set [_touching danger? v] to [1]\n end\n end\n end\n end\n change [# v] by (1)\nend\n\ndefine Render Bouncy x1/y1/x2/y2 (x1) (y1) (x2) (y2)\nset pen color to (#ffae00)\nrect fill ((x1) - (@CAM X)) ((y1) - (@CAM Y)) ((x2) - (@CAM X)) ((y2) - (@CAM Y)) [1]\nadd (x1) to [b x1 v]\nadd (y1) to [b y1 v]\nadd (x2) to [b x2 v]\nadd (y2) to [b y2 v]\n\ndefine Collision - Bouncy\nset [# v] to [1]\nset [_touching bouncy? v] to [0]\nrepeat (length of [b x1 v])\n if <((@X) + ((@PLAYER SIZE) / (2))) > (item (#) of [b x1 v])> then\n if <((@X) - ((@PLAYER SIZE) / (2))) < (item (#) of [b x2 v])> then\n if <((@Y) - ((@PLAYER SIZE) / (2))) < (item (#) of [b y1 v])> then\n if <((@Y) + ((@PLAYER SIZE) / (2))) > (item (#) of [b y2 v])> then\n set [_touching bouncy? v] to [1]\n end\n end\n end\n end\n change [# v] by (1)\nend\n\ndefine Render End x1/y1/x2/y2 (x1) (y1) (x2) (y2)\nset pen color to (#00aeff)\nrect fill ((x1) - (@CAM X)) ((y1) - (@CAM Y)) ((x2) - (@CAM X)) ((y2) - (@CAM Y)) [1]\nadd (x1) to [e x1 v]\nadd (y1) to [e y1 v]\nadd (x2) to [e x2 v]\nadd (y2) to [e y2 v]\n\ndefine Collision - End\nset [# v] to [1]\nset [_touching end? v] to [0]\nrepeat (length of [e x1 v])\n if <((@X) + ((@PLAYER SIZE) / (2))) > (item (#) of [e x1 v])> then\n if <((@X) - ((@PLAYER SIZE) / (2))) < (item (#) of [e x2 v])> then\n if <((@Y) - ((@PLAYER SIZE) / (2))) < (item (#) of [e y1 v])> then\n if <((@Y) + ((@PLAYER SIZE) / (2))) > (item (#) of [e y2 v])> then\n set [_touching end? v] to [1]\n end\n end\n end\n end\n change [# v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Username Collector\n\nwhen flag clicked\nif <(username) = [icmy123]> then\n forever\n Check Cloud\n wait (0.1) seconds\n end\nelse\n if <not <[usernames v] contains (username)?>> then\n Encode (username)\n set [☁ tran v] to (@ans)\n end\nend\n\ndefine Encode (item)\nset [#2 v] to [1]\nset [@ans v] to []\nrepeat (length of (item))\n switch costume to (letter (#2) of (item))\n set [@ans v] to (join (@ans) (costume [number v]))\n change [#2 v] by (1)\nend\n\ndefine Decode (item)\nset [#2 v] to [1]\nset [@ans v] to []\nrepeat ((length of (item)) / (2))\n switch costume to (join (letter (#2) of (item)) (letter ((#2) + (1)) of (item)))\n set [@ans v] to (join (@ans) (costume [name v]))\n change [#2 v] by (2)\nend\n\ndefine Check Cloud\nif <not <(☁ Tran) = [0]>> then\n Decode (☁ Tran)\n set [☁ tran v] to [0]\n if <not <[usernames v] contains (@ans)?>> then\n add (@ans) to [usernames v]\n start sound [Car Horn v]\n end\nend\n\n | |
✯ Grassland || A Platformer ✯ | @Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nswitch backdrop to (home v)\nhide\n\nwhen I receive [intro3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [intro3 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nrepeat (10)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [play !!! v]\nstop all sounds\nforever\n play sound [AdventureSiffle v] until done\nend\n\nwhen I receive [play !!! v]\nswitch backdrop to (arrière plan1 v)\n\nwhen I receive [play !!! 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 [pixelate v] effect by (8)\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 (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 [pixelate v] effect by (8)\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 (danger 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 [pixelate v] effect by (8)\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 (sprouïck 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 [pixelate v] effect by (8)\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 [change v]\n\nwhen I receive [change v]\nnext costume\n\nwhen I receive [end v]\nwait (1) seconds\nstop all sounds\nstop [other scripts in sprite v]\nswitch backdrop to (end v)\nglide (0.2) secs to x: (0) y: (0)\nforever\n play sound [MountainSiffle v] until done\nend\n\nwhen I receive [new v]\ngo to x: (-200) y: (50)\n\nwhen I receive [skip 1 v]\nwait (0.00000000000001) seconds\ngo to x: (-200) y: (0)\n\n@SuperCookii\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\npoint in direction (90)\nswitch costume to (supercookii v)\nset size to (200) %\nchange [ghost v] effect by (10)\nshow\nrepeat (20)\n change size by (-10)\n change [ghost v] effect by (-5)\nend\nrepeat (24)\n change size by (4)\nend\nset size to (125) %\nwait (0.2) seconds\nset size to (100) %\nbroadcast (intro1 v)\n\nwhen flag clicked\nplay sound [MountainSiffle v] until done\nstop [other scripts in sprite v]\nbroadcast (intro3 v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [intro2 v]\nset rotation style [all around v]\nrepeat (10)\n turn right (5) degrees\n change size by (1)\nend\nrepeat (10)\n turn left (5) degrees\nend\nwait (0.2) seconds\nrepeat (10)\n turn left (5) degrees\n change size by (-1)\nend\nrepeat (10)\n turn right (5) degrees\nend\nbroadcast (message1 v)\n\nwhen flag clicked\nrepeat until <(backdrop [name v]) = [Black Cloud]>\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (-200) y: (-150)\nset size to (20) %\n\n@SuperCookiiTitle\n\nwhen I receive [message1 v]\nclear graphic effects\nset size to (200) %\nset [pixelate v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (-2)\n change [pixelate v] effect by (-4)\nend\nset size to (100) %\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro3 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@Transitions\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\ngo to [back v] layer\nshow\n\nwhen I receive [intro1 v]\nswitch costume to (1 v)\nshow\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nbroadcast (intro2 v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nchange [color v] effect by (50)\ngo to x: (500) y: (0)\nglide (0.6) secs to x: (-500) y: (0)\ndelete this clone\n\nrepeat (3)\n\nwhen I receive [intro3 v]\nswitch costume to (1 v)\nshow\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nhide\n\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (0.6) seconds\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nbroadcast (intro2 v)\n\n@change\n\nwhen flag clicked\nset size to (160) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (change v)\n\nwhen I receive [play !!! v]\nhide\n\n@play\n\nwhen flag clicked\nset size to (150) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\nset rotation style [all around v]\nforever\n repeat (10)\n turn right (1) degrees\n change size by (1)\n end\n repeat (10)\n turn left (1) degrees\n end\n wait (1) seconds\n repeat (10)\n turn left (1) degrees\n change size by (-1)\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen I receive [intro3 v]\nrepeat until <(backdrop [name v]) = [arrière plan1]>\n play sound [... v] until done\nend\n\nwhen this sprite clicked\nbroadcast (PLAY !!! v)\nhide\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [new v]\nif <(costume [name v]) = [20]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nswitch costume to (1 v)\nstop [other scripts in sprite v]\n\nwhen I receive [new v]\nwait until <(costume [name v]) = [8]>\nbroadcast (skip 1 v)\n\nwhen I receive [new v]\nwait until <(costume [name v]) = [9]>\nbroadcast (skip 1 v)\n\n@spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (4) layers\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@danger\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\nforever\n set rotation style [all around v]\n turn right (3) degrees\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [4]>\ngo to x: (0) y: (-65)\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\n turn right (3) degrees\nend\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [11]>\ngo to x: (0) y: (-135)\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [12]>\ncreate clone of (_myself_ v)\ngo to x: (165) y: (-65)\n\nwhen I start as a clone\ngo to x: (165) y: (180)\nwait until <(costume [name v]) = [13]>\ndelete this clone\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [14]>\ngo to x: (55) y: (40)\n\nwhen I receive [play !!! v]\nwait until <(costume [name v]) = [17]>\ngo to x: (-60) y: (-100)\n\n@Bounces\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\n\n@Sprite2\n\nwhen I receive [play !!! v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\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) to (3)) secs to x: (-240) y: (pick random (-180) to (180))\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprouïck\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\npoint in direction (90)\nforever\n glide (0.2) secs to x: (0) y: (0)\n wait (1.5) seconds\n glide (0.2) secs to x: (0) y: (-93)\n wait (0.5) seconds\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [new v]\nnext costume\n\n@skip\n\nwhen flag clicked\nset size to (2) %\npoint in direction (90)\nhide\n\nwhen this sprite clicked\nbroadcast (new v)\n\nwhen I receive [play !!! v]\nset size to (70) %\ngo to [front v] layer\nshow\ngo to x: (-210) y: (-150)\n\nwhen [s v] key pressed\nif <(size) = [70]> then\n broadcast (new v)\nend\n\nwhen I receive [end v]\nhide\n\n@Miniature\n\nwhen flag clicked\nhide\n\n | ✯ Grassland || A Platformer ✯\n\n✭ Use the arrows to advance or jump ;) !\n✭ Don't touch the spikes !\n✭ Win and have fun ;) ! [ 20 LEVELS ]\n✭ "S" to skip ;) ! |
Farm Adventure || Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\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 [green flag v]\nhide\ngo to [front v] layer\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [play game v]\nset [level v] to [1]\nset [ghost v] effect to (0)\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Play\n repeat until <(EXIT) > []>\n Run\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n You Win\n else\n You Died \n end\n if <(EXIT) = [Next Level]> then\n change [level v] by (1)\n end\n if <(EXIT) = [Restart]> then\n broadcast (Reset v) and wait\n end\nend\n\ndefine Play\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (55) %\nshow\n\ndefine Run\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 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?>> 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 Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (10)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n if <<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\ndefine You Died \nset [exit v] to []\nrepeat (10)\n wait (0.0001) seconds\n change [ghost v] effect by (10)\nend\nwait (0.1) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine You 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\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n set [exit v] to [Next Level]\n end\n if <key (r v) pressed?> then\n set [exit v] to [Restart]\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\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: [600] 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: [100] y: [260]\n Clone at x: [100] y: [260]\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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\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: [-100] 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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 collected v] by (1)\n if <(COINS COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [coins collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (money v)\n Clone at x: [100] y: [-100]\n Clone at x: [175] y: [-100]\n Clone at x: [347] y: [-34]\n Clone at x: [347] y: [59]\n Clone at x: [552] y: [-105]\n Clone at x: [830] y: [165]\n Clone at x: [913] y: [-99]\n Clone at x: [1212] y: [88]\n Clone at x: [1380] y: [-100]\n Clone at x: [1583] y: [-35]\n Clone at x: [1700] y: [26]\n Clone at x: [1827] y: [79]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (money v)\n Clone at x: [-224] y: [-100]\n Clone at x: [224] y: [-102]\n Clone at x: [404] y: [-107]\n Clone at x: [470] y: [175]\n Clone at x: [551] y: [-102]\n Clone at x: [739] y: [27]\n Clone at x: [874] y: [-56]\n Clone at x: [1098] y: [-30]\n Clone at x: [1201] y: [53]\n Clone at x: [1100] y: [137]\n Clone at x: [1202] y: [230]\n Clone at x: [1078] y: [304]\n Clone at x: [1199] y: [393]\n Clone at x: [1301] y: [489]\n Clone at x: [1177] y: [561]\n Clone at x: [1300] y: [657]\n else\n if <(LEVEL) = [3]> then\n switch costume to (money v)\n Clone at x: [-224] y: [-103]\n Clone at x: [-214] y: [273]\n Clone at x: [-33] y: [272]\n Clone at x: [288] y: [-10]\n Clone at x: [120] y: [-3]\n Clone at x: [561] y: [-8]\n Clone at x: [921] y: [167]\n end\n end\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Sun\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [coins 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: [1987] y: [99]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1299] y: [800]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1182] y: [57]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [1182] y: [57]\n else\n if <(LEVEL) > [4]> then\n switch costume to (closed v)\n Clone at x: [1182] y: [57]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Cloud\n\nwhen flag clicked\nshow\nset size to (30) %\nset [ghost v] effect to (25)\ngo to x: (-147) y: (120)\n\n@Cloud2\n\nwhen flag clicked\nshow\nset size to (20) %\nset [ghost v] effect to (18)\ngo to x: (-28) y: (82)\n\n@Cloud3\n\nwhen flag clicked\nshow\nset size to (30) %\nset [ghost v] effect to (25)\ngo to x: (110) y: (143)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Music\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Music 1 v] until done\n\n play sound [Music 2 v] until done\nend\n\n | WAD or Arrow Keys to Move. Sorry, no mobile.\nS to Skip, R to Restart the Level. \nFollow @TNT-Gaming for his amazing platformers !!! He is very underrated so go check him out !!!\n⛔NO ADVERTISING !!!⛔NO ADVERTISING !!!⛔ ⛔NO ADVERTISING !!!⛔ Please.\n-------------------------------------------------------------------------\n STORY :\nYou are a lonely farmer that lost themselves in the woods. It's your job to find your farm again, but I'm not sure it will be easy.\n-------------------------------------------------------------------------\n\nFeel free to ❤️ and ⭐️if you enjoyed !\nThis is probably my most complicated game I have made, so I hope you enjoy !\nThere may be Lag or Glitch sometimes, so sorry if that happens to you. |
NARUTO platformer | @Stage\n\nwhen flag clicked\n\n@Cover\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (engine_start v)\n\n@naruto\n\nwhen I receive [engine_tick v]\nset size to (20) %\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 <[10] > (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 (20) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n switch costume to (hitbox v)\n change [playery v] by (-1)\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 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?>> 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 point in direction (90)\n set y to (180)\n end\n broadcast (engine_tick v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [engine_start v]\nforever\n if <<<touching color (#901203)?> or <touching color (#ffcf5a)?>> or <touching color (#e03308)?>> then\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n point in direction (90)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (shuriken v)\n broadcast (shoot v)\n end\nend\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]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [22]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen I receive [engine_start v]\nset size to (100) %\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\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@shuriken\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [shoot v]\nshow\ngo to (naruto v)\npoint in direction ([direction v] of [naruto v])\nforever\n move (10) steps\n if <<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (border v)?>>> then\n hide\n end\nend\n\n@Sprite1\n\n | arrow keys to move r to restart(not from the beginning)\nthis game is really easy so if you just want to Naruto run this is the game.\nDidn't think i would get 6,000 views on this project... |
Red's Adventure - Platformer - Mobile friendly | @Stage\n\nwhen flag clicked\nforever\n if <<<<(level) = [8]> or <(level) = [9]>> or <(level) = [10]>> or <(level) = [11]>> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@coin\n\nwhen flag clicked\nset [coin v] to [0]\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n if <(level) = [4]> then\n show\n go to x: (85) y: (-164)\n if <touching (red v)?> then\n change [coin v] by (1)\n start sound [Connect v]\n repeat until <(level) = [5]>\n hide\n end\n end\n else\n if <(level) = [9]> then\n show\n go to x: (12) y: (45)\n if <touching (red v)?> then\n start sound [Connect v]\n change [coin v] by (1)\n repeat until <(level) = [10]>\n hide\n end\n end\n else\n hide\n if <(level) = [13]> then\n show\n go to x: (46) y: (71)\n if <touching (red v)?> then\n start sound [Connect v]\n change [coin v] by (1)\n repeat until <(level) = [14]>\n hide\n end\n end\n else\n hide\n end\n end\n end\nend\n\n@assets\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@RED\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-2)\nend\ndelete this clone\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 <<(mouse x) < (x position)> and <mouse down?>>> and <not <touching (water v)?>>> then\n change [speed x v] by (-1.5)\nend\nif <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> and <not <touching (water v)?>>> then\n change [speed x v] by (1.5)\nend\nif <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> and <touching (water v)?>> then\n change [speed x v] by (-0.8)\nend\nif <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> and <touching (water v)?>> then\n change [speed x v] by (0.8)\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]>\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\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 <<<key (w v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <touching (water v)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [speed y v] by (2)\n else\n change [speed y v] by (-0.01)\n end\nelse\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (level v)?> then\n set [touch v] to [9]\nelse\n if then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (146) y: (200)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (18))) )\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\nwhen I receive [stop intro v]\nforever\n if <key (q v) pressed?> then\n if <(level) = [15]> then\n end\nend\n\nwhen I receive [stop intro v]\nif <<(Title) > [0]> and <(Full) < [12]>> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <touching (trampoline v)?> then\n change [speed y v] by (15)\n end\n if <[238] < (x position)> then\n if <(level) = [15]> then\n end\n if <<<(y position) < [-180]> or <touching (danger v)?>> or <touching (enemies v)?>> then\n if <(level) = [12]> then\n go to x: (-224) y: (-135)\n else\n go to x: (-216) y: (116)\n end\n broadcast (die v)\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\nwhen I receive [stop intro v]\nforever\n play sound [y2mate v] until done\nend\n\nwhen I receive [stop intro v]\nset [level v] to [1]\ngo to x: (-216) y: (116)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [yay! you won v]\nhide\n\n@danger\n\nif then\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n if <(costume [number v]) = [5]> then\n turn right (5) degrees\n else\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@decoration\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nset [clone# v] to (costume [number v])\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\ngo to [front v] layer\nforever\n if <<<(level) = [3]> or <(level) = [10]>> or <(level) = [14]>> then\n show\n change [enemyy v] by (-1)\n if <([x position v] of [red 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 [red 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 (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) < ([x position v] of [red 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 (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([x position v] of [red v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [1]\nhide\nif then\n delete this clone\nend\nrepeat (Amount)\n Clone [1] [194] [-20]\n wait (1) seconds\nend\n\ndelete this clone\n\nwhen I receive [die v]\nif <(level) = [3]> then\n go to x: (178) y: (-84)\nelse\n if <(level) = [10]> then\n go to x: (178) y: (-20)\n else\n if <(level) = [14]> then\n go to x: (178) y: (-20)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) = [3]> then\n switch costume to (costume1 v)\n else\n if <(level) = [10]> then\n switch costume to (costume2 v)\n else\n if <(level) = [14]> then\n switch costume to (costume3 v)\n end\n end\n end\nend\n\n@water\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n if <<(username) = [ProgrammeKing]> and <key (space v) pressed?>> then\n broadcast (NEXT LEVEL v)\n wait (0.1) seconds\n change [level v] by (1)\n end\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\n@thumb\n\nwhen I receive [no 3 coins v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [yay! you won v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (costume4 v)\n\nwhen I receive [stop intro v]\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [ghost v] effect to (100)\nhide\n\nset [ghost v] effect to (0)\n\n@Chest\n\ndefine OPEN THE CHEST\nswitch costume to (costume1 v)\nwait (0.01) seconds\nswitch costume to (costume2 v)\nwait (0.01) seconds\nswitch costume to (costume3 v)\nwait (0.01) seconds\nswitch costume to (costume4 v)\nwait (0.01) seconds\nswitch costume to (costume5 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume v)\ngo to [back v] layer\ngo to x: (165) y: (-83)\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\n if <touching (red v)?> then\n if <(coin) = [3]> then\n OPEN THE CHEST\n broadcast (Yay! You won v) and wait\n else\n broadcast (No 3 coins v) and wait\n end\n end\nend\n\nbroadcast (Yay! You won v)\n\nwhen I receive [stop intro v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-7) y: (-95)\nforever\n if <(level) = [13]> then\n show\n else\n hide\n end\n if <touching (red v)?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n end\nend\n\n@intro\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nswitch costume to (intro v)\nrepeat (39)\n next costume\n wait (0.02) seconds\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (20)\n change [brightness v] effect by (10)\nend\nbroadcast (stop intro v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | |
Ice Scream - A Platformer With Cutscenes! | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (cover up v)\nwait (.2) seconds\nswitch backdrop to (menu v)\n\nwhen flag clicked\nforever\n play sound [ice-scream-ost-main-menu-music-youtubemp3free v] until done\nend\n\nwhen I receive [intro v]\nrepeat (100)\n change volume by (-1)\nend\nstop [other scripts in sprite v]\nwait (1) seconds\nswitch backdrop to (scene1 v)\n\nwhen I receive [win v]\nswitch backdrop to (scene2 v)\n\n@Play\n\nwhen flag clicked\ngo to x: (-160) y: (-200)\nhide\nchange y by (0)\nshow\nglide (.4) secs to x: (-160) y: (46)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\ngo to x: (-160) y: (46)\n\nwhen this sprite clicked\nbroadcast (Intro v)\nwait (3) seconds\nhide\nstop [other scripts in sprite v]\n\n@Play2\n\nwhen this sprite clicked\nchange [subtitles v] by (1)\n\nwhen I receive [intro v]\nwait (3) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [subtitles v] to [1]\ngo to x: (-160) y: (-400)\nhide\nchange y by (0)\nshow\nglide (.4) secs to x: (-153) y: (-11)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <(Subtitles) > [2]> then\n set [subtitles v] to [1]\n end\nend\n\n@Fade\n\nwhen I receive [fade2 v]\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nbroadcast (Game v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [intro v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\n@Thic boi\n\nwhen I receive [game v]\nhide\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (3) layers\nwait (6) seconds\nstart sound [Scene Music v]\nshow\nwait (1) seconds\nrepeat (100)\n change x by (2)\nend\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (9) seconds\nswitch costume to (costume3 v)\nrepeat (3)\n repeat (5)\n turn right (2) degrees\n end\n repeat (10)\n turn left (2) degrees\n end\n repeat (5)\n turn right (2) degrees\n end\nend\nswitch costume to (costume4 v)\n\nwhen flag clicked\nset rotation style [all around v]\nhide\ngo to x: (-189) y: (-138)\n\n@Window Frame\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [intro v]\nwait (6) seconds\nshow\nwait (20) seconds\nrepeat (14)\n change y by (10)\nend\n\nwhen I receive [game v]\nhide\n\n@Window Frame2\n\nwhen I receive [fade2 v]\nwait (3) seconds\nhide\n\nwhen I receive [intro v]\nwait (6) seconds\nshow\nrepeat (30)\n change y by (7)\nend\nwait (17) seconds\nrepeat (30)\n change y by (-7)\nend\nwait (1) seconds\nrepeat (14)\n change y by (10)\nend\nwait (2) seconds\nset voice to (tenor v)::tts\nspeak [Oh no! Rod has captured Charlie! I gotta save him!]::tts\nbroadcast (Fade2 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [game v]\nhide\n\n@Rod's van\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (-80)\n\nwhen I receive [intro v]\ngo to [back v] layer\ngo [forward v] (2) layers\nwait (6) seconds\nshow\nwait (17.5) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [game v]\nhide\n\n@Player\n\nwhen I receive [game v]\nwait (1) seconds\nwait (.5) seconds\nshow\ngo to [front v] layer\nset [y v] to [0]\ngo to x: (-199) y: (-38)\nset rotation style [left-right v]\nforever\n if <touching color (#888888)?> then\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [13]\n change y by (Y)\n end\n end\n if <not <touching color (#888888)?>> then\n change [y v] by (-1.1)\n change y by (Y)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (6)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-6)\n end\n if <touching color (#bebebe)?> then\n if <key (right arrow v) pressed?> then\n change x by (-6)\n end\n if <key (left arrow v) pressed?> then\n change x by (6)\n end\n if <(Y) > [0]> then\n change [y v] by ((Y) * (-1))\n end\n end\n if <touching color (#ffffff)?> then\n start sound [Collect v]\n broadcast (Next v)\n go to x: (-199) y: (-44)\n end\n if <touching color (#79b8e9)?> then\n start sound [Crunch v]\n go to x: (-199) y: (-44)\n end\n if <touching color (#000000)?> then\n broadcast (Win v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game v]\ngo to [front v] layer\nwait (1) seconds\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [win v]\nhide\n\n@ON/OFF?\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (.5) seconds\nshow\ngo to x: (-64) y: (-10)\nforever\n if <(Subtitles) = [1]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [intro v]\nwait (3) seconds\nhide\n\n@Subtitles\n\nwhen I receive [intro v]\nif <(Subtitles) = [1]> then\n switch costume to (oh hello! v)\n wait (12) seconds\n go to [front v] layer\n show\n wait (3.5) seconds\n switch costume to (try my ice cream? v)\n wait (5) seconds\n switch costume to (charlie dies xd v)\n wait (2) seconds\n hide\nelse\n hide\nend\n\nwhen I receive [win v]\nif <(Subtitles) = [1]> then\n show\n switch costume to (help! v)\n wait (6) seconds\n switch costume to (il save you- v)\n wait (6) seconds\n hide\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (-114)\nhide\nset [ghost v] effect to (30)\n\n@Charlie Caged\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-39)\n\nwhen I receive [win v]\nshow\nset voice to (giant v)::tts\nspeak [Help! Help! Oh my god its you! Please help me out friend]::tts\nwait (1) seconds\nset voice to (tenor v)::tts\nspeak [Dont worry charlie, i will save you! Wait whats that sound-]::tts\nwait (1) seconds\nrepeat (15)\n change x by (-10)\nend\n\n@Rod\n\nwhen I receive [win v]\nwait (10) seconds\nshow\nswitch costume to (costume1 v)\nwait (.3) seconds\nrepeat (6)\n switch costume to (costume2 v)\n wait (.75) seconds\n switch costume to (costume3 v)\nend\nswitch costume to (costume1 v)\nbroadcast (End v)\n\nwhen I receive [win v]\nwait (10) seconds\nshow\nswitch costume to (costume1 v)\nstart sound [Death v]\nwait (.3) seconds\nrepeat (3)\n repeat (5)\n turn right (3) degrees\n end\n repeat (10)\n turn left (3) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\nend\n\nwhen flag clicked\nhide\n\n@Ice SCREAM!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Reminder\n\nwhen flag clicked\ngo to x: (125) y: (148)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [intro v]\nwait (7) seconds\ngo to [front v] layer\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n | I spent so many hours on this game you wont believe it....\nThanks! \nPlay the 2nd out now!\nhttps://scratch.mit.edu/projects/409373016/\nIn my opinion the 2nd is a lot better then the 1st\n\nWow! This game is incredible ( a bit bias ) but it really is! I spent so long on this and if you loved or faved it would help out sooo much! I also will maybe make a 3 if this gets 50 loves or faves ( which will never happen but yeah ) and ENJOY! Also this game has subtitles and 2 cutscenes so :) |
Sky City | a Platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [YOU WON! v] until done\nforever\n play sound [FORTNITE - SCENARIO \(Trap Remix\) Ikonik skin Emote by Isaiah Music v] until done\nend\n\n@Player\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nif <([costume # v] of [ground v]) = [9]> then\n go to x: (-214) y: (-58)\n point in direction (90)\nelse\n if <([costume # v] of [ground v]) = [6]> then\n go to x: (-212) y: (146)\n point in direction (90)\n else\n go to x: (-220) y: (-30)\n point in direction (90)\n end\nend\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nshow\n\nchange [y v] by (-1)\n\ndefine Move\ngo to [front v] layer\n\ngo to x: (300) y: (167)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n Move\nend\n\nwhen flag clicked\nswitch backdrop to (costume1 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\nwhen flag clicked\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@Ground\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n switch backdrop to (costume1 v)\n end\n if <(costume [number v]) = [3]> then\n switch backdrop to (costume2 v)\n end\n if <(costume [number v]) = [6]> then\n switch backdrop to (costume3 v)\n end\n if <(costume [number v]) = [7]> then\n switch backdrop to (costume4 v)\n end\n if <(costume [number v]) = [9]> then\n switch backdrop to (costume3 v)\n end\n if <(costume [number v]) = [10]> then\n switch backdrop to (costume5 v)\n end\n if <(costume [number v]) = [11]> then\n switch backdrop to (costume3 v)\n end\nend\n\nwhen [s v] key pressed\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\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 I receive [message1 v]\nshow\n\nwhen flag clicked\nwait until <(costume [number v]) = [11]>\nbroadcast (You Win! v)\n\n@Art\n\nwhen flag clicked\nshow\nset [ghost v] effect to (20)\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\n go to [back v] layer\nend\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\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\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\n@The King\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\n Clone [200] [30]\nend\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\nif <([costume # v] of [ground v]) = [8]> then\nif <([costume # v] of [ground v]) = [9]> then\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@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Mad Person\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\nif <([costume # v] of [ground v]) = [8]> then\n Clone [200] [13]\nend\nif <([costume # v] of [ground v]) = [9]> then\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@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n reset timer\n go to [front v] layer\n show\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\n | Sky City \n=============================================\nYou are an explorer agent lost in the city of the sky. You have to find your way to the airport to fly down to HQ.\n============================================== |
The Wild West || A Scrolling Platformer Collab | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play game v]\nclear graphic effects\nswitch backdrop to (costume4 v)\nstop all sounds\nforever\n play sound [The Good the Bad and the Ugly Main Theme Ennio Morricone v] until done\nend\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (50)\nplay sound [the-way-forward-x-soho v] until done\n\n@Blank\n\n@Player\n\nwhen I receive [play game v]\nset [usedskip v] to [0]\nset [mobileskip v] to [0]\nset [level v] to [1]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <<<(EXIT) > []> or <key (p v) pressed?>> or <(mobileskip) = [1]>>\n Tick\n broadcast (Tick v)\n end\n if <<key (p v) pressed?> and <not <(level) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(level) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip v] to [1]\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n GameWinYOO\n set [mobileskip v] to [0]\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (1 v)\nset rotation style [left-right v]\npoint in direction (-90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [-180]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<(touchingattack?) = [0]> and <(moveable) = [1]>>>> then\n set [lastkeypressed v] to [right]\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n set [lastkeypressed v] to [left]\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 <(x) < [-220]> then\n set [x v] to [-220]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <<<mouse down?> and <(y position) < (mouse y)>> and <(moveable) = [1]>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (6)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\nend\npoint in direction (90)\nif <(Equipped) = [none]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n if <<(lastkeypressed) = [left]> and <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalright v)\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalfront v)\n end\n end\nend\nif <(Equipped) = [mask]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (maskright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (maskleft v)\n else\n switch costume to (maskfront v)\n end\n end\nend\nif <(Equipped) = [sheriff]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (sheriffright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (sheriffleft v)\n else\n switch costume to (sherifffront v)\n end\n end\nend\nif <(Equipped) = [cat]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (catright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (catleft v)\n else\n switch costume to (catfront v)\n end\n end\nend\nif <(Equipped) = [demon]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (demonright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (demonleft v)\n else\n switch costume to (demonfront v)\n end\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (levels v)?> or <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 [speedy 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)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (levels v)?> or <touching (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 boi boi I’m fed\nset [dead v] to [1]\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset [yvel v] to [15]\nif <(Equipped) = [none]> then\n switch costume to (normalfront v)\nend\nif <(Equipped) = [mask]> then\n switch costume to (maskfront v)\nend\nif <(Equipped) = [sheriff]> then\n switch costume to (sherifffront v)\nend\nif <(Equipped) = [cat]> then\n switch costume to (catfront v)\nend\nif <(Equipped) = [demon]> then\n switch costume to (demonfront v)\nend\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n turn right (10) degrees\n change y by (yVel)\n change [yvel v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n set rotation style [all around v]\n change [ghost v] effect by (5)\n turn right (10) degrees\n change y by (yVel)\n change [yvel v] by (-1)\nend\nset [dead v] to [0]\nbroadcast (ded boiz v)\nhide\nchange [mytotalcoins v] by ((Collect) * (-1))\n\ndefine Die? I think so\nif <<touching (obstacles v)?> or <<touching (poison v)?> or <<touching (bad guys v)?> and <(invincible) = [0]>>>> then\n broadcast (HIDEWHIP v)\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nif <<<key (p v) pressed?> or <(mobileskip) = [1]>> and <not <(level) = [6]>>> then\n change [level v] by (1)\nelse\n set rotation style [all around v]\n repeat (20)\n point towards (goal v)\n turn right (65) degrees\n move ((distance to [goal v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n set [guyskilledthislevel v] to [0]\n hide\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nset [dead v] to [0]\nhide\n\n@Levels\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\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 Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Obstacles\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\nset [brightness v] effect to (-10)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collect v] by (1)\n change [mytotalcoins v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badGuyMax)>> then\n broadcast (OPEN PORtAL v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nset [collect v] to [0]\nset [max collect v] to [0]\nif <(level) = [1]> then\n wait (0) seconds\n Clone x: [0] y: [30]\n Clone x: [450] y: [0]\n Clone x: [650] y: [100]\n Clone x: [970] y: [60]\nelse\n if <(level) = [2]> then\n wait (0) seconds\n Clone x: [180] y: [130]\n Clone x: [600] y: [60]\n Clone x: [630] y: [200]\n Clone x: [500] y: [400]\n else\n if <(level) = [3]> then\n wait (0) seconds\n Clone x: [300] y: [50]\n Clone x: [600] y: [170]\n Clone x: [930] y: [50]\n Clone x: [950] y: [400]\n Clone x: [1400] y: [400]\n change [max collect v] by (-2)\n else\n if <(level) = [4]> then\n wait (0) seconds\n Clone x: [100] y: [150]\n Clone x: [250] y: [250]\n Clone x: [500] y: [200]\n Clone x: [1030] y: [-30]\n change [max collect v] by (-2)\n else\n if <(level) = [5]> then\n wait (0) seconds\n Clone x: [0] y: [400]\n Clone x: [270] y: [200]\n Clone x: [350] y: [300]\n Clone x: [900] y: [400]\n Clone x: [1400] y: [30]\n change [max collect v] by (-4)\n else\n if <(level) = [6]> then\n end\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [mytotalcoins v] to [0]\nhide\n\n@Goal\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [1]> and <touching (player v)?>> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(level) = [1]> then\n switch costume to (2 v)\n Portal x: [1200] y: [30]\nelse\n if <(level) = [2]> then\n switch costume to (2 v)\n Portal x: [1070] y: [250]\n else\n if <(level) = [3]> then\n switch costume to (2 v)\n Portal x: [1600] y: [300]\n else\n if <(level) = [4]> then\n switch costume to (2 v)\n Portal x: [1485] y: [200]\n else\n if <(level) = [5]> then\n switch costume to (2 v)\n Portal x: [1750] y: [170]\n else\n switch costume to (2 v)\n Portal x: [5634563456456345] y: [57345634563]\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 Portal x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [back v] layer\nshow\n\n@Deco\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\n\n@Level Shading\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(level) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@poison\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (20)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Trampoline\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n if <<touching (player v)?> and <(dead) = [0]>> then\n start sound [Big Boing v]\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(level) = [2]> then\n Clone x: [720] y: [-42]\nelse\n if <(level) = [3]> then\n Clone x: [1140] y: [62]\n Clone x: [1410] y: [62]\n else\n if <(level) = [4]> then\n Clone x: [390] y: [-58]\n Clone x: [1420] y: [-58]\n else\n if <(level) = [5]> then\n Clone x: [260] y: [43]\n Clone x: [1280] y: [19]\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Bad Guys\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [badguysded v] to [0]\nset [badguymax v] to [0]\nwait (0) seconds\nif <(level) = [3]> then\n Clone x: [25] y: [-59]\n Clone x: [1020] y: [295]\nelse\n if <(level) = [4]> then\n Clone x: [780] y: [110]\n Clone x: [1290] y: [148]\n else\n if <(level) = [5]> then\n Clone x: [-215] y: [413]\n Clone x: [1585] y: [105]\n end\n end\nend\nset [y v] to [-99999999999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nchange [mytotalcoins v] by ((guyskilledthislevel) * (-1))\nset [guyskilledthislevel v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [invincible v] to [0]\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [badguymax v] by (1)\nset [badguycos v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n show\n set rotation style [left-right v]\n forever\n point in direction (90)\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [2]\n repeat (10)\n if <not <touching (whip v)?>> then\n change [x v] by (4)\n end\n end\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [3]\n repeat (10)\n if <not <touching (whip v)?>> then\n change [x v] by (-4)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n switch costume to (hitbox v)\n if <touching (whip v)?> then\n set [invincible v] to [1]\n change [badguysded v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badGuyMax)>> then\n broadcast (OPEN PORtAL v)\n end\n switch costume to (badGuyCos)\n start sound [Bonk v]\n set size to (50) %\n create clone of (_myself_ v)\n set size to (100) %\n change [guyskilledthislevel v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [invincible v] to [0]\n delete this clone\n end\n switch costume to (badGuyCos)\n end\nend\n\nwhen I start as a clone\nif <(size) = [50]> then\n change [mytotalcoins v] by (1)\n switch costume to (coin v)\n set size to (100) %\n repeat (10)\n change [y v] by (10)\n change [ghost v] effect by (10)\n change size by (((140) - (size)) / (2))\n end\n change [y v] by (-100)\n delete this clone\nend\n\n@Whip\n\nwhen I receive [tick v]\ngo to (player v)\n\nwhen flag clicked\nset [lastkeypressed v] to [right]\nset [latestdir v] to [45]\nforever\n if <<([costume # v] of [player v]) = [2]> or <<([costume # v] of [player v]) = [5]> or <<([costume # v] of [player v]) = [8]> or <<([costume # v] of [player v]) = [11]> or <([costume # v] of [player v]) = [14]>>>>> then\n set [whipdirection v] to (latestdir)\n else\n if <(lastkeypressed) = [right]> then\n set [whipdirection v] to [45]\n else\n if <(lastkeypressed) = [left]> then\n set [whipdirection v] to [-45]\n end\n end\n end\n set [latestdir v] to (whipDirection)\nend\n\nwhen I receive [play game v]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo [forward v] (10) layers\nhide\nforever\n go to x: (0) y: (0)\n if <<key (space v) pressed?> and <(dead) = [0]>> then\n set [ghost v] effect to (100)\n show\n if <(whipDirection) = [45]> then\n point in direction (45)\n else\n point in direction (-45)\n end\n switch costume to (costume1 v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n if <(whipDirection) = [45]> then\n repeat until <(direction) > [120]>\n turn right (((130) - (direction)) / (4)) degrees\n switch costume to (costume2 v)\n end\n else\n repeat until <(direction) < [-120]>\n turn right (((-130) - (direction)) / (4)) degrees\n switch costume to (costume3 v)\n end\n end\n switch costume to (costume2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [hidewhip v]\nhide\n\nwhen I receive [attack v]\nset [ghost v] effect to (100)\nshow\nif <(whipDirection) = [45]> then\n point in direction (45)\nelse\n point in direction (-45)\nend\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <(whipDirection) = [45]> then\n repeat until <(direction) > [120]>\n turn right (((130) - (direction)) / (4)) degrees\n switch costume to (costume2 v)\n end\nelse\n repeat until <(direction) < [-120]>\n turn right (((-130) - (direction)) / (4)) degrees\n switch costume to (costume3 v)\n end\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [reset v]\nset [lastkeypressed v] to [right]\n\n@Background\n\ndefine heyo\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n Position ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) ((SCROLL Y) / (-5))\nend\n\nwhen I receive [play game v]\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\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\n@Transition Screen\n\nwhen I receive [play game v]\nset [situation v] to [1]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n broadcast (go to the front boiz v)\nend\n\nwhen I receive [ded boiz v]\nset [situation v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [win yoo xd v]\nset [situation v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(SITUATION) = [1]> then\n set [clickpossible v] to [0]\n show\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n broadcast (coin reveal v)\n delete this clone\nelse\n if <(SITUATION) = [2]> then\n set [clickpossible v] to [0]\n show\n wait (0.7) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n delete this clone\n else\n if <(SITUATION) = [3]> then\n if <(usedSkip) = [0]> then\n set [clickpossible v] to [0]\n wait (0.7) seconds\n show\n wait (0.8) seconds\n set [clickpossible v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip v] to [0]\n delete this clone\n else\n show\n set [clickpossible v] to [0]\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip v] to [0]\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [go to the front boiz v]\ngo to [front v] layer\n\n@Play button\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (564536456) y: (24562546245)\nhide\n\nwhen I receive [back v]\ngo to x: (-70) y: (-50)\nshow\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [before start v]\nreset timer\nshow\ngo to [front v] layer\ngo to x: (-70) y: (-50)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [before start v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Play game v)\n stop [other scripts in sprite v]\n repeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\n end\n hide\n go to x: (6746574657) y: (7456745674567)\n stop [this script v]\n end\n end\nend\n\n@instructions button\n\nwhen I receive [back v]\ngo to x: (70) y: (-50)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [before start v]\nshow\ngo to x: (70) y: (-50)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (instructions v)\n hide\n go to x: (564536345) y: (63456435654)\n end\n end\nend\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\nset size to (200) %\nset [ghost v] effect to (0)\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nrepeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nif <touching (mouse-pointer v)?> then\n broadcast (back v)\n repeat until <[200] < (size)>\n change size by (((200) - (size)) / (4))\n change [ghost v] effect by (((200) - (size)) / (4))\n end\n hide\nelse\n broadcast (instructions v)\nend\n\nwhen I receive [play game v]\nhide\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(y position) > [320]>\n change y by (((400) - (y position)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [before start v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\n\n@Shop\n\nwhen flag clicked\nset [shopshown? v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [1]> then\n set [suceededgetout v] to [0]\n set [shopshown? v] to [1]\n go [forward v] (1) layers\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-300)\n switch costume to (shop v)\n repeat until <(y position) > [-1]>\n change y by (((0) - (y position)) / (3))\n end\n go to x: (0) y: (0)\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n set [moveable v] to [0]\n end\n wait until <not <mouse down?>>\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n else\n repeat until <(suceededgetout) = [1]>\n wait until <mouse down?>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [suceededgetout v] to [0]\n wait until <not <mouse down?>>\n else\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I receive [shopbacktogame v]\nswitch costume to (shopbutton v)\ngo to x: (-300) y: (140)\nreset timer\npoint in direction (90)\nshow\nrepeat until <(x position) > [-200]>\n change x by (((-195) - (x position)) / (4))\nend\ngo to x: (-200) y: (140)\n\nwhen I receive [play game v]\nset size to (100) %\ngo to x: (-200) y: (140)\nshow\nswitch costume to (shopbutton v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nset [moveable v] to [1]\ndelete all of [skins you have v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [2]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (mask v)\n forever\n go to x: (-130) y: (0)\n if <not <[skins you have v] contains [mask]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(myTotalCoins) > [3]> then\n start sound [REGISTER v]\n add [mask] to [skins you have v]\n change [mytotalcoins v] by (-4)\n switch costume to (equippedmask v)\n set [equipped v] to [mask]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [mask]> then\n switch costume to (equippedmask v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtmask v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [mask]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [3]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (sheriff v)\n forever\n go to x: (40) y: (0)\n if <not <[skins you have v] contains [sheriff]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(myTotalCoins) > [7]> then\n start sound [REGISTER v]\n add [sheriff] to [skins you have v]\n change [mytotalcoins v] by (-8)\n switch costume to (equippedsheriff v)\n set [equipped v] to [sheriff]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [sheriff]> then\n switch costume to (equippedsheriff v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtsheriff v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [sheriff]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [4]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (cat v)\n forever\n go to x: (-130) y: (-100)\n if <not <[skins you have v] contains [cat]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(myTotalCoins) > [14]> then\n start sound [REGISTER v]\n add [cat] to [skins you have v]\n change [mytotalcoins v] by (-15)\n switch costume to (equippedsheriff v)\n set [equipped v] to [cat]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [cat]> then\n switch costume to (equippedcat v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtcat v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [cat]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [5]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (demon guy v)\n forever\n go to x: (40) y: (-100)\n if <not <[skins you have v] contains [demon]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(myTotalCoins) > [19]> then\n start sound [REGISTER v]\n add [demon] to [skins you have v]\n change [mytotalcoins v] by (-20)\n switch costume to (equippedsheriff v)\n set [equipped v] to [demon]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [demon]> then\n switch costume to (equippeddemon v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtdemon v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [demon]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shopclear v]\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n delete this clone\nend\n\nwhen I receive [reset v]\nbroadcast (shopbacktogame v)\ndelete this clone\n\ndefine shopfast\nset [shopid v] to [1]\nrepeat (4)\n change [shopid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [shopbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [shopbeingtouched v] to [1]\n set [moveable v] to [0]\n else\n set [shopbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(skipbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [shopid v] to [1]\n create clone of (_myself_ v)\n broadcast (shop boiz v)\n repeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\n end\n shopfast\n hide\n go to x: (-24352345234) y: (-243524351)\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\ngo to x: (6736435634) y: (6354645)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I receive [play game v]\nset size to (80) %\ngo to x: (-140) y: (140)\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [shop boiz v]\nrepeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\nend\nhide\ngo to x: (-24352345234) y: (-243524351)\n\nwhen I receive [shopbacktogame v]\npoint in direction (90)\ngo to x: (-300) y: (140)\nshow\nrepeat until <(x position) > [-140]>\n change x by (((-135) - (x position)) / (4))\nend\ngo to x: (-140) y: (140)\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [skipbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [moveable v] to [0]\n set [skipbeingtouched v] to [0]\n else\n set [skipbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(shopbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nwait (0) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [mobileskip v] to [1]\n end\n end\n if <(level) = [6]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nstop [this script v]\n\n@Coins Counter\n\nwhen flag clicked\nset [mytotalcoins v] to [0]\nset [equipped v] to [none]\nhide\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n go to [front v] layer\n go to x: (193) y: (156)\n set size to (35) %\n if <<((round ((myTotalCoins) * (100))) / (100)) = [10]> or <((round ((myTotalCoins) * (100))) / (100)) > [10]>> then\n show\n switch costume to (letter (1) of (myTotalCoins))\n else\n hide\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n wait () seconds\n go to [front v] layer\n set size to (35) %\n switch costume to (0 v)\n set [brightness v] effect to (100)\n go to x: (263) y: (156)\n show\n repeat (10)\n change x by (((193) - (x position)) / (3))\n end\n forever\n go to [front v] layer\n set size to (35) %\n show\n if <(myTotalCoins) < [10]> then\n go to x: (193) y: (156)\n switch costume to (letter (1) of (myTotalCoins))\n else\n go to x: (207) y: (156)\n switch costume to (letter (2) of (myTotalCoins))\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I receive [coin reveal v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (98) %\ncreate clone of (_myself_ v)\nset size to (97) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [98]> then\n wait () seconds\n set size to (100) %\n go to [front v] layer\n switch costume to (money v)\n go to x: (263) y: (157)\n show\n repeat (10)\n change x by (((165) - (x position)) / (3))\n end\n forever\n go to x: (165) y: (157)\n set size to (100) %\n show\n switch costume to (money v)\n end\nend\n\nwhen I start as a clone\nif <(size) = [97]> then\n go to [front v] layer\n go [backward v] (1) layers\n wait () seconds\n set size to (100) %\n switch costume to (shading v)\n go to x: (100) y: (0)\n show\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n forever\n go to x: (0) y: (0)\n set size to (100) %\n show\n switch costume to (shading v)\n set [ghost v] effect to (0)\n end\nend\n\n@Moving shading\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [3]> then\n wait (0) seconds\n Clone x: [580] y: [0]\nelse\n if <(level) = [4]> then\n wait (0) seconds\n Clone x: [140] y: [-50]\n else\n if <(level) = [5]> then\n wait (0) seconds\n Clone x: [-50] y: [250]\n Clone x: [1000] y: [250]\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\ngo [forward v] (4) layers\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@moving platforms\n\nwhen I receive [tick v]\nchange [mvph v] by (1)\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(level) = [3]> then\n Clone x: [580] y: [0]\nelse\n if <(level) = [4]> then\n Clone x: [140] y: [-50]\n else\n if <(level) = [5]> then\n Clone x: [-50] y: [250]\n Clone x: [1000] y: [250]\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nset [mvph v] to [100000]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\n@Attack Button\n\nwhen flag clicked\nset [touchingattack? v] to [0]\nhide\n\nwhen I receive [play game v]\ngo to x: (200) y: (-158)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n set [touchingattack? v] to [1]\n else\n change size by (((100) - (size)) / (4))\n set [touchingattack? v] to [0]\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (attack v)\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n end\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nbroadcast (collabers v)\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I receive [collabers v]\nset size to (10) %\ncreate clone of (_myself_ v)\nset size to (11) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [10]> then\n set size to (40) %\n switch costume to (plant2 v)\n go to x: (0) y: (0)\n go to [back v] layer\n repeat (15)\n change x by (((-160) - (x position)) / (4))\n end\n wait (0.5) seconds\n repeat (15)\n change y by (((-230) - (y position)) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [11]> then\n set size to (40) %\n switch costume to (aidana21 v)\n go to x: (0) y: (0)\n go to [back v] layer\n repeat (15)\n change x by (((160) - (x position)) / (4))\n end\n wait (0.5) seconds\n repeat (15)\n change y by (((-230) - (y position)) / (4))\n end\n delete this clone\nend\n\n | [Arrow Keys] or [WASD] - Move\n[Space] - Attack |
The Wild West || A Scrolling Platformer Collab [#games #all] | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play game v]\nclear graphic effects\nswitch backdrop to (costume4 v)\nstop all sounds\nforever\n play sound [The Good the Bad and the Ugly Main Theme Ennio Morricone v] until done\nend\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (50)\nplay sound [the-way-forward-x-soho v] until done\n\n@Blank\n\n@Guy\n\nwhen I receive [play game v]\nset [usedskip? v] to [0]\nset [mobileskip v] to [0]\nset [level v] to [1]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <<<(EXIT) > []> or <key (p v) pressed?>> or <(mobileskip) = [1]>>\n Tick\n broadcast (Tick v)\n end\n if <<key (p v) pressed?> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n GameWinYOO\n set [mobileskip v] to [0]\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (1 v)\nset rotation style [left-right v]\npoint in direction (-90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [-180]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<(touchingattack?) = [0]> and <(moveable) = [1]>>>> then\n set [lastkeypressed v] to [right]\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n set [lastkeypressed v] to [left]\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?>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <<<mouse down?> and <(y position) < (mouse y)>> and <(moveable) = [1]>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (6)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\nend\npoint in direction (90)\nif <(Equipped) = [none]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n if <<(lastkeypressed) = [left]> and <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalright v)\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalfront v)\n end\n end\nend\nif <(Equipped) = [mask]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (maskright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (maskleft v)\n else\n switch costume to (maskfront v)\n end\n end\nend\nif <(Equipped) = [sheriff]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (sheriffright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (sheriffleft v)\n else\n switch costume to (sherifffront v)\n end\n end\nend\nif <(Equipped) = [cat]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (catright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (catleft v)\n else\n switch costume to (catfront v)\n end\n end\nend\nif <(Equipped) = [demon]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (demonright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (demonleft v)\n else\n switch costume to (demonfront v)\n end\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (levels v)?> or <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 [speedy 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)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (levels v)?> or <touching (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 boi boi I’m fed\nset [dead? v] to [1]\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset [y v v] to [15]\nif <(Equipped) = [none]> then\n switch costume to (normalfront v)\nend\nif <(Equipped) = [mask]> then\n switch costume to (maskfront v)\nend\nif <(Equipped) = [sheriff]> then\n switch costume to (sherifffront v)\nend\nif <(Equipped) = [cat]> then\n switch costume to (catfront v)\nend\nif <(Equipped) = [demon]> then\n switch costume to (demonfront v)\nend\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n set rotation style [all around v]\n change [ghost v] effect by (5)\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [dead? v] to [0]\nbroadcast (ded boiz v)\nhide\nchange [your total coins v] by ((Collect) * (-1))\n\ndefine Die? I think so\nif <<touching (obstacles v)?> or <<touching (poison v)?> or <<touching (bad guys v)?> and <(invincible) = [0]>>>> then\n broadcast (HIDEWHIP v)\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nif <<<key (p v) pressed?> or <(mobileskip) = [1]>> and <not <(LEVEL) = [6]>>> then\n change [level v] by (1)\nelse\n set rotation style [all around v]\n repeat (20)\n point towards (goal v)\n turn right (65) degrees\n move ((distance to [goal v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n set [guyskilledthislevel v] to [0]\n hide\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nhide\n\n@Levels\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\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 Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@obstacles\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectibles\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (guy v)?> then\n start sound [Coin v]\n change [collect v] by (1)\n change [your total coins v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badguymax)>> then\n broadcast (OPEN PORtAL v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nset [collect v] to [0]\nset [max collect v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [0] y: [30]\n Clone x: [450] y: [0]\n Clone x: [650] y: [100]\n Clone x: [970] y: [60]\nelse\n if <(LEVEL) = [2]> then\n wait (0) seconds\n Clone x: [180] y: [130]\n Clone x: [600] y: [60]\n Clone x: [630] y: [200]\n Clone x: [500] y: [400]\n else\n if <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [300] y: [50]\n Clone x: [600] y: [170]\n Clone x: [930] y: [50]\n Clone x: [950] y: [400]\n Clone x: [1400] y: [400]\n change [max collect v] by (-2)\n else\n if <(LEVEL) = [4]> then\n wait (0) seconds\n Clone x: [100] y: [150]\n Clone x: [250] y: [250]\n Clone x: [500] y: [200]\n Clone x: [1030] y: [-30]\n change [max collect v] by (-2)\n else\n if <(LEVEL) = [5]> then\n wait (0) seconds\n Clone x: [0] y: [400]\n Clone x: [270] y: [200]\n Clone x: [350] y: [300]\n Clone x: [900] y: [400]\n Clone x: [1400] y: [30]\n change [max collect v] by (-4)\n else\n if <(LEVEL) = [6]> then\n end\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [your total coins v] to [0]\nhide\n\n@Goal\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [1]> and <touching (guy v)?>> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Portal x: [1200] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Portal x: [1070] y: [250]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Portal x: [1600] y: [300]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Portal x: [1485] y: [200]\n else\n if <(LEVEL) = [5]> then\n switch costume to (2 v)\n Portal x: [1750] y: [170]\n else\n switch costume to (2 v)\n Portal x: [5634563456456345] y: [57345634563]\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 Portal x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [back v] layer\nshow\n\n@Deco\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\n\n@Level Shading\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@poison\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (20)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Trampoline\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n if <<touching (guy v)?> and <(dead?) = [0]>> then\n start sound [Big Boing v]\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [2]> then\n Clone x: [720] y: [-42]\nelse\n if <(LEVEL) = [3]> then\n Clone x: [1140] y: [62]\n Clone x: [1410] y: [62]\n else\n if <(LEVEL) = [4]> then\n Clone x: [390] y: [-58]\n Clone x: [1420] y: [-58]\n else\n if <(LEVEL) = [5]> then\n Clone x: [260] y: [43]\n Clone x: [1280] y: [19]\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Bad Guys\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [badguysded v] to [0]\nset [badguymax v] to [0]\nwait (0) seconds\nif <(LEVEL) = [3]> then\n Clone x: [25] y: [-59]\n Clone x: [1020] y: [295]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [780] y: [110]\n Clone x: [1290] y: [148]\n else\n if <(LEVEL) = [5]> then\n Clone x: [-215] y: [413]\n Clone x: [1585] y: [105]\n end\n end\nend\nset [y v] to [-99999999999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nchange [your total coins v] by ((guyskilledthislevel) * (-1))\nset [guyskilledthislevel v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [invincible v] to [0]\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [badguymax v] by (1)\nset [badguycos v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n show\n set rotation style [left-right v]\n forever\n point in direction (90)\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [2]\n repeat (10)\n if <not <touching (whip v)?>> then\n change [x v] by (4)\n end\n end\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [3]\n repeat (10)\n if <not <touching (whip v)?>> then\n change [x v] by (-4)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n switch costume to (hitbox v)\n if <touching (whip v)?> then\n set [invincible v] to [1]\n change [badguysded v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badguymax)>> then\n broadcast (OPEN PORtAL v)\n end\n switch costume to (badguycos)\n start sound [Bonk v]\n set size to (50) %\n create clone of (_myself_ v)\n set size to (100) %\n change [guyskilledthislevel v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [invincible v] to [0]\n delete this clone\n end\n switch costume to (badguycos)\n end\nend\n\nwhen I start as a clone\nif <(size) = [50]> then\n change [your total coins v] by (1)\n switch costume to (coin v)\n set size to (100) %\n repeat (10)\n change [y v] by (10)\n change [ghost v] effect by (10)\n change size by (((140) - (size)) / (2))\n end\n change [y v] by (-100)\n delete this clone\nend\n\n@Whip\n\nwhen I receive [tick v]\ngo to (guy v)\n\nwhen flag clicked\nset [lastkeypressed v] to [right]\nset [latestdir v] to [45]\nforever\n if <<([costume # v] of [guy v]) = [2]> or <<([costume # v] of [guy v]) = [5]> or <<([costume # v] of [guy v]) = [8]> or <<([costume # v] of [guy v]) = [11]> or <([costume # v] of [guy v]) = [14]>>>>> then\n set [whipdir v] to (latestdir)\n else\n if <(lastkeypressed) = [right]> then\n set [whipdir v] to [45]\n else\n if <(lastkeypressed) = [left]> then\n set [whipdir v] to [-45]\n end\n end\n end\n set [latestdir v] to (whipdir)\nend\n\nwhen I receive [play game v]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo [forward v] (10) layers\nhide\nforever\n go to x: (0) y: (0)\n if <<key (space v) pressed?> and <(dead?) = [0]>> then\n set [ghost v] effect to (100)\n show\n if <(whipdir) = [45]> then\n point in direction (45)\n else\n point in direction (-45)\n end\n switch costume to (costume1 v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n if <(whipdir) = [45]> then\n repeat until <(direction) > [120]>\n turn right (((130) - (direction)) / (4)) degrees\n switch costume to (costume2 v)\n end\n else\n repeat until <(direction) < [-120]>\n turn right (((-130) - (direction)) / (4)) degrees\n switch costume to (costume3 v)\n end\n end\n switch costume to (costume2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [hidewhip v]\nhide\n\nwhen I receive [attack v]\nset [ghost v] effect to (100)\nshow\nif <(whipdir) = [45]> then\n point in direction (45)\nelse\n point in direction (-45)\nend\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <(whipdir) = [45]> then\n repeat until <(direction) > [120]>\n turn right (((130) - (direction)) / (4)) degrees\n switch costume to (costume2 v)\n end\nelse\n repeat until <(direction) < [-120]>\n turn right (((-130) - (direction)) / (4)) degrees\n switch costume to (costume3 v)\n end\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [reset v]\nset [lastkeypressed v] to [right]\n\n@Background\n\ndefine heyo\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n Position ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) ((SCROLL Y) / (-5))\nend\n\nwhen I receive [play game v]\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\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\n@Transition Screen\n\nwhen I receive [play game v]\nset [situation v] to [1]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n broadcast (go to the front boiz v)\nend\n\nwhen I receive [ded boiz v]\nset [situation v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [win yoo xd v]\nset [situation v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(SITUATION) = [1]> then\n set [clickpossible v] to [0]\n show\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n broadcast (coin reveal v)\n delete this clone\nelse\n if <(SITUATION) = [2]> then\n set [clickpossible v] to [0]\n show\n wait (0.7) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n delete this clone\n else\n if <(SITUATION) = [3]> then\n if <(usedskip?) = [0]> then\n set [clickpossible v] to [0]\n wait (0.7) seconds\n show\n wait (0.8) seconds\n set [clickpossible v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip? v] to [0]\n delete this clone\n else\n show\n set [clickpossible v] to [0]\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip? v] to [0]\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [go to the front boiz v]\ngo to [front v] layer\n\n@Play button\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (564536456) y: (24562546245)\nhide\n\nwhen I receive [back v]\ngo to x: (-70) y: (-50)\nshow\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [before start v]\nreset timer\nshow\ngo to [front v] layer\ngo to x: (-70) y: (-50)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [before start v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Play game v)\n stop [other scripts in sprite v]\n repeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\n end\n hide\n go to x: (6746574657) y: (7456745674567)\n stop [this script v]\n end\n end\nend\n\n@instructions button\n\nwhen I receive [back v]\ngo to x: (70) y: (-50)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [before start v]\nshow\ngo to x: (70) y: (-50)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (instructions v)\n hide\n go to x: (564536345) y: (63456435654)\n end\n end\nend\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nset size to (instructionssize) %\nset [ghost v] effect to (0)\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nrepeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nif <touching (mouse-pointer v)?> then\n set [instructionssize v] to [200]\n broadcast (back v)\n repeat until <[200] < (size)>\n change size by (((200) - (size)) / (4))\n change [ghost v] effect by (((200) - (size)) / (4))\n end\n hide\nelse\n set [instructionssize v] to [100]\n broadcast (instructions v)\nend\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nset [instructionssize v] to [200]\ngo to x: (0) y: (0)\nset size to (100) %\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(y position) > [320]>\n change y by (((400) - (y position)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [before start v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\n\n@Shop\n\nwhen flag clicked\nset [shopshown? v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [1]> then\n set [suceededgetout v] to [0]\n set [shopshown? v] to [1]\n go [forward v] (1) layers\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-300)\n switch costume to (shop v)\n repeat until <(y position) > [-1]>\n change y by (((0) - (y position)) / (3))\n end\n go to x: (0) y: (0)\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n set [moveable v] to [0]\n end\n wait until <not <mouse down?>>\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n else\n repeat until <(suceededgetout) = [1]>\n wait until <mouse down?>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [suceededgetout v] to [0]\n wait until <not <mouse down?>>\n else\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I receive [shopbacktogame v]\nswitch costume to (shopbutton v)\ngo to x: (-300) y: (140)\nreset timer\npoint in direction (90)\nshow\nrepeat until <(x position) > [-200]>\n change x by (((-195) - (x position)) / (4))\nend\ngo to x: (-200) y: (140)\n\nwhen I receive [play game v]\nset size to (100) %\ngo to x: (-200) y: (140)\nshow\nswitch costume to (shopbutton v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nset [moveable v] to [1]\ndelete all of [skins you have v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [2]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (mask v)\n forever\n go to x: (-130) y: (0)\n if <not <[skins you have v] contains [mask]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [3]> then\n start sound [REGISTER v]\n add [mask] to [skins you have v]\n change [your total coins v] by (-4)\n switch costume to (equippedmask v)\n set [equipped v] to [mask]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [mask]> then\n switch costume to (equippedmask v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtmask v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [mask]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [3]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (sheriff v)\n forever\n go to x: (40) y: (0)\n if <not <[skins you have v] contains [sheriff]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [7]> then\n start sound [REGISTER v]\n add [sheriff] to [skins you have v]\n change [your total coins v] by (-8)\n switch costume to (equippedsheriff v)\n set [equipped v] to [sheriff]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [sheriff]> then\n switch costume to (equippedsheriff v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtsheriff v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [sheriff]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [4]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (cat v)\n forever\n go to x: (-130) y: (-100)\n if <not <[skins you have v] contains [cat]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [14]> then\n start sound [REGISTER v]\n add [cat] to [skins you have v]\n change [your total coins v] by (-15)\n switch costume to (equippedsheriff v)\n set [equipped v] to [cat]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [cat]> then\n switch costume to (equippedcat v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtcat v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [cat]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [5]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (demon guy v)\n forever\n go to x: (40) y: (-100)\n if <not <[skins you have v] contains [demon]?>> then\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [19]> then\n start sound [REGISTER v]\n add [demon] to [skins you have v]\n change [your total coins v] by (-20)\n switch costume to (equippedsheriff v)\n set [equipped v] to [demon]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [demon]> then\n switch costume to (equippeddemon v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtdemon v)\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 if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [demon]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shopclear v]\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n delete this clone\nend\n\nwhen I receive [reset v]\nbroadcast (shopbacktogame v)\ndelete this clone\n\ndefine shopfast\nset [shopid v] to [1]\nrepeat (4)\n change [shopid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [shopbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [shopbeingtouched v] to [1]\n set [moveable v] to [0]\n else\n set [shopbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(skipbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [shopid v] to [1]\n create clone of (_myself_ v)\n broadcast (shop boiz v)\n repeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\n end\n shopfast\n hide\n go to x: (-24352345234) y: (-243524351)\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\ngo to x: (6736435634) y: (6354645)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I receive [play game v]\nset size to (80) %\ngo to x: (-140) y: (140)\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [shop boiz v]\nrepeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\nend\nhide\ngo to x: (-24352345234) y: (-243524351)\n\nwhen I receive [shopbacktogame v]\npoint in direction (90)\ngo to x: (-300) y: (140)\nshow\nrepeat until <(x position) > [-140]>\n change x by (((-135) - (x position)) / (4))\nend\ngo to x: (-140) y: (140)\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [skipbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [moveable v] to [0]\n set [skipbeingtouched v] to [0]\n else\n set [skipbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(shopbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nwait (0) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [mobileskip v] to [1]\n end\n end\n if <(LEVEL) = [6]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nstop [this script v]\n\n@ur money\n\nwhen flag clicked\nset [your total coins v] to [0]\nset [equipped v] to [none]\nhide\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n go to [front v] layer\n go to x: (193) y: (156)\n set size to (35) %\n if <<((round ((YOUR TOTAL COINS) * (100))) / (100)) = [10]> or <((round ((YOUR TOTAL COINS) * (100))) / (100)) > [10]>> then\n show\n switch costume to (letter (1) of (YOUR TOTAL COINS))\n else\n hide\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n wait () seconds\n go to [front v] layer\n set size to (35) %\n switch costume to (0 v)\n set [brightness v] effect to (100)\n go to x: (263) y: (156)\n show\n repeat (10)\n change x by (((193) - (x position)) / (3))\n end\n forever\n go to [front v] layer\n set size to (35) %\n show\n if <(YOUR TOTAL COINS) < [10]> then\n go to x: (193) y: (156)\n switch costume to (letter (1) of (YOUR TOTAL COINS))\n else\n go to x: (207) y: (156)\n switch costume to (letter (2) of (YOUR TOTAL COINS))\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I receive [coin reveal v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (98) %\ncreate clone of (_myself_ v)\nset size to (97) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [98]> then\n wait () seconds\n set size to (100) %\n go to [front v] layer\n switch costume to (money v)\n go to x: (263) y: (157)\n show\n repeat (10)\n change x by (((165) - (x position)) / (3))\n end\n forever\n go to x: (165) y: (157)\n set size to (100) %\n show\n switch costume to (money v)\n end\nend\n\nwhen I start as a clone\nif <(size) = [97]> then\n go to [front v] layer\n go [backward v] (1) layers\n wait () seconds\n set size to (100) %\n switch costume to (shading v)\n go to x: (100) y: (0)\n show\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n forever\n go to x: (0) y: (0)\n set size to (100) %\n show\n switch costume to (shading v)\n set [ghost v] effect to (0)\n end\nend\n\n@Moving shading\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [580] y: [0]\nelse\n if <(LEVEL) = [4]> then\n wait (0) seconds\n Clone x: [140] y: [-50]\n else\n if <(LEVEL) = [5]> then\n wait (0) seconds\n Clone x: [-50] y: [250]\n Clone x: [1000] y: [250]\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\ngo [forward v] (4) layers\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@moving platforms\n\nwhen I receive [tick v]\nchange [mvph v] by (1)\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [3]> then\n Clone x: [580] y: [0]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [140] y: [-50]\n else\n if <(LEVEL) = [5]> then\n Clone x: [-50] y: [250]\n Clone x: [1000] y: [250]\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nset [mvph v] to [100000]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\n@Attack Button\n\nwhen flag clicked\nset [touchingattack? v] to [0]\nhide\n\nwhen I receive [play game v]\ngo to x: (200) y: (-158)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n set [touchingattack? v] to [1]\n else\n change size by (((100) - (size)) / (4))\n set [touchingattack? v] to [0]\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (attack v)\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n end\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nbroadcast (collabers v)\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I receive [collabers v]\nset size to (10) %\ncreate clone of (_myself_ v)\nset size to (11) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [10]> then\n set size to (40) %\n switch costume to (plant2 v)\n go to x: (0) y: (0)\n go to [back v] layer\n repeat (15)\n change x by (((-160) - (x position)) / (4))\n end\n wait (0.5) seconds\n repeat (15)\n change y by (((-230) - (y position)) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [11]> then\n set size to (40) %\n switch costume to (aidana21 v)\n go to x: (0) y: (0)\n go to [back v] layer\n repeat (15)\n change x by (((160) - (x position)) / (4))\n end\n wait (0.5) seconds\n repeat (15)\n change y by (((-230) - (y position)) / (4))\n end\n delete this clone\nend\n\n | New game! https://scratch.mit.edu/projects/414937709/\n\n^^\n\n\n» My New Youtube Channel: https://www.youtube.com/channel/UCDALsIOP4hFPXeIqiPtfngw\n\nWelcome to my newest game! :D\nThis is a collab between me, @corpcooga, and @AidanA21, who got banned. We will remember his efforts in the collab :(((\n-------------------------------------------------------------------------\nINSTRUCTIONS: Arrow keys, WASD or Mobile controls to move. Press Space or use the mobile attack button on the bottom right to attack enemies.\n-------------------------------------------------------------------------\nEPIK FEATURES:\n- A Attack\n- Enemies\n- Shop\n- Skins\n- Intresting Level Design :P\n-------------------------------------------------------------------------\nBefore you report this project, when you do a collab, there will be an EXACT copy of this project. But the only copy we allow is @corpcooga's version. |
Mountain platformer adventure pt 1 | @Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nwait (12.5) seconds\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 [player: y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2233]\n set [player: y v] to [144]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [4307]\n set [player: y v] to [-80]\n if <(SCROLL X) > [5761]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\n end\n end\nend\nset [player: speed y v] to [0]\nset [speed x v] to [0]\nset [player: 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 <key (a v) pressed?>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 <key (w v) pressed?>> then\n if <(Player: in air) < [4]> then\n set [player: speed y v] to [16]\n end\nend\nif <(Player: Speed y) > [-20]> then\n change [player: speed y v] by (-2)\nend\nChange player y by (Player: Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((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 [player: 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 [player: in air v] to [0]\n end\n Position\n set [player: speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((Player: 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 [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 <key (w v) pressed?>> 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 [player: in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen flag clicked\nif <(y position) = [-181]> then\n broadcast (mou v)\nend\nforever\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [scroll x v] by (100)\n end\nend\n\nwhen flag clicked\nswitch costume to (light blue v)\nforever\n if <key (c v) pressed?> then\n wait (.1) seconds\n next costume\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [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 (grassland v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\n Clone at x: [480] y: [0]\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 [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next costume\n end\n if <(costume [number v]) = [15]> then\n switch costume to (level 1-15 v)\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Checkpoint : 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 [checkpoint : 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 [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2233] y: [144]\n Clone at x: [4307] y: [-80]\nend\nset [x v] to [-99999]\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nswitch backdrop to (backdrop2 v)\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nhide\nwait (2.5) seconds\nshow\nrepeat (16)\n next costume\n wait (.1) seconds\nend\nrepeat (3)\n change size by (20)\n wait (.8) seconds\n change size by (-20)\n wait (.8) seconds\nend\nwait (1) seconds\nswitch costume to (coolbeans_cooper v)\nwait (.1) seconds\nswitch costume to (coolbeans_coope v)\nwait (.1) seconds\nswitch costume to (coolbeans_coop v)\nwait (.1) seconds\nswitch costume to (coolbeans_coo v)\nwait (.1) seconds\nswitch costume to (coolbeans_co v)\nwait (.1) seconds\nswitch costume to (coolbeans_c v)\nwait (.1) seconds\nswitch costume to (coolbeans_ v)\nwait (.1) seconds\nswitch costume to (coolbeans v)\nwait (.1) seconds\nswitch costume to (coolbean v)\nwait (.1) seconds\nswitch costume to (coolbea v)\nwait (.1) seconds\nswitch costume to (coolbe v)\nwait (.1) seconds\nswitch costume to (coolb v)\nwait (.1) seconds\nswitch costume to (cool v)\nwait (.1) seconds\nswitch costume to (coo v)\nwait (.1) seconds\nswitch costume to (co v)\nwait (.1) seconds\nswitch costume to (c v)\nwait (.1) seconds\nswitch costume to (blank v)\nwait (.1) seconds\nhide\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [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: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next costume\n end\n if <(costume [number v]) = [14]> then\n switch costume to (level 1-14 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nglide (1) secs to x: (75) y: (0)\nglide (0.5) secs to x: (500) y: (0)\nhide\nbroadcast (Start v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [MadMikey - Ride Or Die \[Bass Boosted\] \(3\) v]\nwait (12.5) seconds\nstop all sounds\nforever\n play sound [Sub Urban - Cradles \[OFFICIAL MUSIC VIDEO\] v] until done\nend\n\nwhen flag clicked\nforever\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [FREE INTRO MUSIC \(NON-COPYRIGHT\) FREE DOWNLOAD Peachy Grace v]\nwait (12.5) seconds\nstop all sounds\nforever\n play sound [FreestylePump Up Instrumental Beat v] until done\nend\n\nwhen [b v] key pressed\nchange volume by (4)\n\nwhen [a v] key pressed\nchange volume by (-2)\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n | -Arrow keys to move\n-C to change skin \n-m to mute\n-U to unmute\n-Have fun\nhttps://www.youtube.com/channel/UCKPTSbXFRcb4KVN8KtGfJ3g\n-Subscribe to The Ungies on Youtube https://www.youtube.com/channel/UCKPTSbXFRcb4KVN8KtGfJ3g\n-a to make volume lower\n-b to make volume higher |
Night || A Scrolling Platformer | @Stage\n\n@Blank\n\n@Player\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> 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?> 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)) / (7)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(x) > [0]> then\n set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [dieeeeeeeeeeeeeeeeeeeeeee]\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nshow variable [time v]\nshow variable [volume v]\nset [volume v] to [100]\nhide\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n Game - Die\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [in air v] to [0]\nshow\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine 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?> 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 []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (spikes v)?> then\n set [exit v] to [dieeeeeeeeeeeeeeeeeeeeeee]\nend\n\nwhen I receive [start v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [start v]\nforever\n play sound [Upbeat_Background_Music_For_Videos_and_Presentations\[Youtubetomp3 v] until done\nend\n\nwhen I receive [start v]\nreset timer\nforever\n set [time v] to (timer)\n if <(SCROLL Y) > [4047]> then\n broadcast (End v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [in air v] to [0]\nset [time v] to [0]\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 (platforms1 v)\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\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\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (spikes1 v)\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\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\n@End\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 (platforms1 v)\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\n Clone at x: [0] y: [480]\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\n@High Score\n\nwhen flag clicked\nhide variable [☁ high score v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nhide variable [volume v]\nif <(TIME) < (☁ High Score)> then\n hide variable [time v]\n show variable [☁ high score v]\n set [☁ high score v] to (TIME)\n switch costume to (high score v)\nelse\n switch costume to (not high score v)\n show variable [☁ high score v]\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Logo\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (30)\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nreset timer\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (7)\nend\nwait (2) seconds\nbroadcast (Start v)\n\nhide\nbroadcast (Start v)\n\n@Screen\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nhide\n\n@Name\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-240) y: (-100)\nset size to (200) %\npoint in direction (90)\nrepeat (40)\n move ((timer) * (9)) steps\nend\n\nhide\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nhide\n\n | Welcome to the night world. In this game, you have to see how fast you can get to the top. Try beat the high score.\n\nControls:\nUse the arrow keys to move. |
Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Electric by bubblebee3 v] until done\n play sound [Block by bubblebee3 v] until done\n play sound [Climax by bubblebee3 v] until done\n play sound [Storm by bubblebee3 v] until done\n play sound [Rain Drop by bubblebee3 v] until done\n play sound [Haze by bubblebee3 v] until done\n play sound [Fire by bubblebee3 v] until done\n play sound [Space by bubblebee3 v] until done\n play sound [Snow by bubblebee3 v] until done\n play sound [Flying by Bubblebee3 v] until done\nend\n\n@11. Wall Jumping\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))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nset size to (20) %\nset rotation style [left-right v]\ngo to x: (-240) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-240) y: (100)\n set [speed y v] to [0]\n end\n if <[230] < (x position)> then\n go to x: (-240) y: (100)\n broadcast (Nachricht1 v)\n end\n if <touching (achtung v)?> then\n go to x: (-240) y: (100)\n end\n Set Costume\nend\n\n@Ground\n\nwhen I receive [nachricht1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\n@Achtung\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\nwhen I receive [nachricht1 v]\nnext costume\n\n@Figur1\n\nwhen I receive [nachricht1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [back v] layer\n\n@Figur2\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n set [meine variable v] to (pick random (0) to (141))\n set [lo v] to (pick random (-226) to (207))\n if <(lo) < [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n glide (4) secs to x: (lo) y: (meine Variable)\nend\n\nwhen I receive [nachricht1 v]\ngo to x: (0) y: (0)\n\n@Figur3\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n set [meine variable v] to (pick random (0) to (141))\n set [lo v] to (pick random (-226) to (207))\n if <(lo) < [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n glide (4) secs to x: (lo) y: (meine Variable)\nend\n\nwhen I receive [nachricht1 v]\ngo to x: (0) y: (0)\n\n@Figur4\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n set [meine variable v] to (pick random (0) to (141))\n set [lo v] to (pick random (-226) to (207))\n if <(lo) < [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n glide (4) secs to x: (lo) y: (meine Variable)\nend\n\nwhen I receive [nachricht1 v]\ngo to x: (0) y: (0)\n\n | Mein erster Platformer.\n |
Box Blaster - a platformer (100% pen!) v1.4 | @Stage\n\n@Pen\n\nwhen flag clicked\nStart\nforever\n Main\nend\n\ndefine Render\nerase all\nRender background\nRender arrows\nRender bullets\nRender player\nRender coins\nRender platforms\nRender particles\n Draw buttons\nif <(Scene) = [menu]> then\n Menu\nend\n\ndefine Render background\nset pen color to (#e4f3ff)\nset pen size to (360)\ngo to x: (-240) y: (0)\npen down\ngo to x: (240) y: (0)\npen up\n\ndefine Render player\nset pen color to (#000000)\nset pen size to ((2) * (Zoom))\ngo to x: ((((Player X) - (Camera X)) + ((Player X size) / (-2))) * (Zoom)) y: ((((Player Y) - (Camera Y)) + ((Player Y size) / (-2))) * (Zoom))\npen down\ngo to x: ((((Player X) - (Camera X)) + ((Player X size) / (2))) * (Zoom)) y: ((((Player Y) - (Camera Y)) + ((Player Y size) / (-2))) * (Zoom))\ngo to x: ((((Player X) - (Camera X)) + ((Player X size) / (2))) * (Zoom)) y: ((((Player Y) - (Camera Y)) + ((Player Y size) / (2))) * (Zoom))\ngo to x: ((((Player X) - (Camera X)) + ((Player X size) / (-2))) * (Zoom)) y: ((((Player Y) - (Camera Y)) + ((Player Y size) / (2))) * (Zoom))\ngo to x: ((((Player X) - (Camera X)) + ((Player X size) / (-2))) * (Zoom)) y: ((((Player Y) - (Camera Y)) + ((Player Y size) / (-2))) * (Zoom))\npen up\n\ndefine Create horizontal platform X1 (x1) X2 (x2) Y (y) Type (type)\nadd (x1) to [horizontal x1 v]\nadd (x2) to [horizontal x2 v]\nadd (y) to [horizontal y v]\nadd (type) to [horizontal type v]\n\ndefine Render horizontal platform X1 (x1) X2 (x2) Y (y) Type (type)\nChoose platform colour (type)\nset pen size to ((4) * (Zoom))\ngo to x: (((x1) - (Camera X)) * (Zoom)) y: (((y) - (Camera Y)) * (Zoom))\npen down\ngo to x: (((x2) - (Camera X)) * (Zoom)) y: (((y) - (Camera Y)) * (Zoom))\npen up\n\ndefine Render platforms\nset [i v] to [0]\nrepeat (length of [horizontal x1 v])\n change [i v] by (1)\n Render horizontal platform X1 (item (i) of [horizontal x1 v]) X2 (item (i) of [horizontal x2 v]) Y (item (i) of [horizontal y v]) Type (item (i) of [horizontal type v])\nend\nset [i v] to [0]\nrepeat (length of [vertical y1 v])\n change [i v] by (1)\n Render vertical platform Y1 (item (i) of [vertical y1 v]) Y2 (item (i) of [vertical y2 v]) X (item (i) of [vertical x v]) Type (item (i) of [vertical type v])\nend\n\ndefine Reset map\ndelete all of [horizontal x1 v]\ndelete all of [horizontal x2 v]\ndelete all of [horizontal y v]\ndelete all of [horizontal type v]\ndelete all of [vertical y1 v]\ndelete all of [vertical y2 v]\ndelete all of [vertical x v]\ndelete all of [vertical type v]\ndelete all of [bullet lifespan v]\ndelete all of [bullet power v]\ndelete all of [bullet xv v]\ndelete all of [bullet yv v]\ndelete all of [bullet x v]\ndelete all of [bullet y v]\ndelete all of [arrow x1 v]\ndelete all of [arrow y1 v]\ndelete all of [arrow x2 v]\ndelete all of [arrow y2 v]\n\ndefine Create vertical platform Y1 (y1) Y2 (y2) X (x) Type (type)\nadd (y1) to [vertical y1 v]\nadd (y2) to [vertical y2 v]\nadd (x) to [vertical x v]\nadd (type) to [vertical type v]\n\ndefine Choose platform colour (type)\nif <(type) = [normal]> then\n set pen color to (#000000)\nend\nif <(type) = [bad]> then\n set pen color to (#ff0000)\nend\nif <(type) = [goal]> then\n set pen color to (#33d200)\nend\nif <(type) = [sticky]> then\n set pen color to (#c400de)\nend\n\ndefine Render vertical platform Y1 (y1) Y2 (y2) X (x) Type (type)\nChoose platform colour (type)\nset pen size to ((4) * (Zoom))\ngo to x: (((x) - (Camera X)) * (Zoom)) y: (((y1) - (Camera Y)) * (Zoom))\npen down\ngo to x: (((x) - (Camera X)) * (Zoom)) y: (((y2) - (Camera Y)) * (Zoom))\npen up\n\ndefine Main\nTick\nRender\n\ndefine Tick\nif <[30] < (Frames since level start)> then\n set [zoom v] to ((((Zoom) - (1)) * (0.98)) + (1))\n if <<(Frames since death) < [20]> and <[60] < (Frames since level start)>> then\n change [camera x v] by (((Player X) - (Camera X)) * (0.07))\n change [camera y v] by (((Player Y) - (Camera Y)) * (0.07))\n else\n change [camera x v] by (((Player X) - (Camera X)) * (0.3))\n change [camera y v] by (((Player Y) - (Camera Y)) * (0.3))\n end\nend\nif <<(Frames since level start) < [60]> and <[15] < (Frames since level start)>> then\n change [camera x v] by (((Player X) - (Camera X)) * (0.01))\n change [camera y v] by (((Player Y) - (Camera Y)) * (0.01))\nend\nchange [player x v] by (Player X Velocity)\nCheck for collisions\nif <(Colliding?) = [1]> then\n change [player x v] by ((Player X Velocity) * (-1))\n if <[collided with v] contains [sticky]?> then\n set [player x velocity v] to [0]\n set [player y velocity v] to ((Player Y Velocity) * (0.9))\n else\n set [player x velocity v] to ((Player X Velocity) * (-0.5))\n end\nend\nchange [player y v] by (Player Y Velocity)\nCheck for special platforms\nCheck for collisions\nif <(Colliding?) = [1]> then\n change [player y v] by ((Player Y Velocity) * (-1))\n if <([abs v] of (Player Y Velocity) ) < [5]> then\n set [player y velocity v] to [0]\n else\n if <[collided with v] contains [sticky]?> then\n set [player y velocity v] to [0]\n repeat (5)\n New particle X ((Player X) + ((pick random ((-1) * (Player X size)) to (Player X size)) / (2))) Y ((Player Y) - ((Player Y size) / (2))) XV (pick random (-5) to (5)) YV (pick random (0) to (5)) Lifespan [20] Size [5] Colour [880088] Gravity [0.3] Resistance [0.98] Transparency [128]\n end\n else\n set [player y velocity v] to ((Player Y Velocity) * (-0.65))\n repeat (5)\n New particle X ((Player X) + ((pick random ((-1) * (Player X size)) to (Player X size)) / (2))) Y ((Player Y) - ((Player Y size) / (2))) XV (pick random (-5) to (5)) YV (pick random (0) to (5)) Lifespan [20] Size [5] Colour [000000] Gravity [0.3] Resistance [0.98] Transparency [128]\n end\n end\n end\n set [player x velocity v] to ((Player X Velocity) * (0.9))\n set [last touched ground v] to [0]\n if <[collided with v] contains [sticky]?> then\n set [player x velocity v] to ((Player X Velocity) * (0.9))\n end\nelse\n if <not <[collided with v] contains [sticky]?>> then\n change [player y velocity v] by (-0.7)\n end\n if <[5] < (Last touched ground)> then\n set [player x velocity v] to ((Player X Velocity) * (0.98))\n else\n set [player x velocity v] to ((Player X Velocity) * (0.9))\n end\n change [last touched ground v] by (1)\nend\nCheck for special platforms\nchange [last fired bullet v] by (1)\nchange [frames since death v] by (1)\nchange [frames since level start v] by (1)\nMouse\nUpdate bullets\nTick particles\nTick coins\n\ndefine Start\nhide\nReset camera\nReset player\nReset particles\nset [scene v] to [menu]\nset [level v] to [1]\nset [frames since level start v] to [0]\nset [zoom v] to [0.25]\nset [coins spawned? v] to [0]\nReset coins\nRefresh level\n\ndefine Reset player\nset [player x size v] to [40]\nset [player y size v] to [40]\nset [player x v] to [0]\nset [player y v] to [0]\nset [player x velocity v] to [0]\nset [player y velocity v] to [0]\n\ndefine Check for collisions\ndelete all of [collided with v]\nset [colliding? v] to [0]\nset [i v] to [0]\nrepeat (length of [horizontal x1 v])\n change [i v] by (1)\n if <<<((Player Y) + ((Player Y size) / (2))) > (item (i) of [horizontal y v])> and <(item (i) of [horizontal y v]) > ((Player Y) - ((Player Y size) / (2)))>> and <<((Player X) + ((Player X size) / (2))) > (item (i) of [horizontal x1 v])> and <(item (i) of [horizontal x2 v]) > ((Player X) - ((Player X size) / (2)))>>> then\n set [colliding? v] to [1]\n add (item (i) of [horizontal type v]) to [collided with v]\n end\nend\nset [i v] to [0]\nrepeat (length of [vertical y1 v])\n change [i v] by (1)\n if <<<((Player X) + ((Player X size) / (2))) > (item (i) of [vertical x v])> and <(item (i) of [vertical x v]) > ((Player X) - ((Player X size) / (2)))>> and <<((Player Y) + ((Player Y size) / (2))) > (item (i) of [vertical y1 v])> and <(item (i) of [vertical y2 v]) > ((Player Y) - ((Player Y size) / (2)))>>> then\n set [colliding? v] to [1]\n add (item (i) of [vertical type v]) to [collided with v]\n end\nend\n\ndefine New bullet X (x) Y (y) XV (xv) YV (yv) Power (power) Lifespan (lifespan)\nadd (x) to [bullet x v]\nadd (y) to [bullet y v]\nadd (xv) to [bullet xv v]\nadd (yv) to [bullet yv v]\nadd (power) to [bullet power v]\nadd (lifespan) to [bullet lifespan v]\n\ndefine Render bullets\nset [i v] to [0]\nrepeat (length of [bullet x v])\n change [i v] by (1)\n Go to X (item (i) of [bullet x v]) Y (item (i) of [bullet y v])\n set pen color to (((round ((64) * ((item (i) of [bullet lifespan v]) / (60)))) * (16777216)) + (join [0x] [FF8800]))\n set pen size to ((9) * (Zoom))\n pen down\n pen up\n set pen color to (((round ((255) * ((item (i) of [bullet lifespan v]) / (60)))) * (16777216)) + (join [0x] [FF8800]))\n set pen size to ((7.5) * (Zoom))\n pen down\n pen up\nend\n\ndefine Go to X (x) Y (y)\ngo to x: (((x) - (Camera X)) * (Zoom)) y: (((y) - (Camera Y)) * (Zoom))\n\ndefine Update bullets\ndelete all of [bullets to destroy v]\nset [i v] to [0]\nrepeat (length of [bullet x v])\n change [i v] by (1)\n replace item (i) of [bullet lifespan v] with ((item (i) of [bullet lifespan v]) - (1))\n if <(item (i) of [bullet lifespan v]) < [1]> then\n add (i) to [bullets to destroy v]\n end\n set [old x v] to (item (i) of [bullet x v])\n set [old y v] to (item (i) of [bullet y v])\n replace item (i) of [bullet x v] with ((item (i) of [bullet x v]) + (item (i) of [bullet xv v]))\n replace item (i) of [bullet y v] with ((item (i) of [bullet y v]) + (item (i) of [bullet yv v]))\n set [new x v] to (item (i) of [bullet x v])\n set [new y v] to (item (i) of [bullet y v])\n set [ii v] to [0]\n repeat (length of [horizontal x1 v])\n change [ii v] by (1)\n if <<<(New Y) < (item (ii) of [horizontal y v])> and <(item (ii) of [horizontal y v]) < (Old Y)>> or <<(Old Y) < (item (ii) of [horizontal y v])> and <(item (ii) of [horizontal y v]) < (New Y)>>> then\n set [temp v] to (((((Old Y) - (item (ii) of [horizontal y v])) / ((Old Y) - (New Y))) * ((Old X) - (New X))) + (New X))\n if <<(item (ii) of [horizontal x1 v]) < (Temp)> and <(Temp) < (item (ii) of [horizontal x2 v])>> then\n add (i) to [bullets to destroy v]\n Explosion X (item (i) of [bullet x v]) Y (item (i) of [bullet y v]) Power (item (i) of [bullet power v])\n end\n end\n end\n set [ii v] to [0]\n repeat (length of [vertical y1 v])\n change [ii v] by (1)\n if <<<(New X) < (item (ii) of [vertical x v])> and <(item (ii) of [vertical x v]) < (Old X)>> or <<(Old X) < (item (ii) of [vertical x v])> and <(item (ii) of [vertical x v]) < (New X)>>> then\n set [temp v] to (((((New X) - (item (ii) of [vertical x v])) / ((Old X) - (New X))) * ((Old Y) - (New Y))) + (New Y))\n if <<(item (ii) of [vertical y1 v]) < (Temp)> and <(Temp) < (item (ii) of [vertical y2 v])>> then\n add (i) to [bullets to destroy v]\n Explosion X (item (i) of [bullet x v]) Y (item (i) of [bullet y v]) Power (item (i) of [bullet power v])\n end\n end\n end\nend\nset [i v] to (length of [bullets to destroy v])\nrepeat (length of [bullets to destroy v])\n delete (item (i) of [bullets to destroy v]) of [bullet lifespan v]\n delete (item (i) of [bullets to destroy v]) of [bullet power v]\n delete (item (i) of [bullets to destroy v]) of [bullet x v]\n delete (item (i) of [bullets to destroy v]) of [bullet xv v]\n delete (item (i) of [bullets to destroy v]) of [bullet y v]\n delete (item (i) of [bullets to destroy v]) of [bullet yv v]\n change [i v] by (-1)\nend\n\ndefine Explosion X (x) Y (y) Power (power)\nset [temp v] to (((((Player X) - (x)) * ((Player X) - (x))) + (((Player Y) - (y)) * ((Player Y) - (y)))) + (100))\nchange [player x velocity v] by (((Player X) - (x)) * ((power) / (Temp)))\nchange [player y velocity v] by (((Player Y) - (y)) * ((power) / (Temp)))\nNew particle X (x) Y (y) XV [0] YV [0] Lifespan [10] Size [30] Colour [FF8800] Gravity [0] Resistance [0] Transparency [64]\nrepeat (10)\n set [temp v] to (pick random (0) to (360))\n New particle X (x) Y (y) XV (([sin v] of (Temp) ) * (pick random (1) to (10))) YV (([cos v] of (Temp) ) * (pick random (1) to (10))) Lifespan [10] Size (pick random (3) to (9)) Colour [FF2200] Gravity [0.5] Resistance [0.99] Transparency [64]\nend\n\ndefine New particle X (x) Y (y) XV (xv) YV (yv) Lifespan (lifespan) Size (size) Colour (colour) Gravity (gravity) Resistance (resistance) Transparency (transparency)\nadd (x) to [particle x v]\nadd (y) to [particle y v]\nadd (xv) to [particle xv v]\nadd (yv) to [particle yv v]\nadd (lifespan) to [particle lifespan v]\nadd (size) to [particle size v]\nadd (colour) to [particle colour v]\nadd (gravity) to [particle gravity v]\nadd (resistance) to [particle resistance v]\nadd (lifespan) to [particle lifespan left v]\nadd (transparency) to [particle transparency v]\n\ndefine Render particles\nset [i v] to [0]\nrepeat (length of [particle x v])\n change [i v] by (1)\n Go to X (item (i) of [particle x v]) Y (item (i) of [particle y v])\n set pen color to (((round ((item (i) of [particle transparency v]) * ((item (i) of [particle lifespan left v]) / (item (i) of [particle lifespan v])))) * (16777216)) + (join [0x] (item (i) of [particle colour v])))\n set pen size to ((item (i) of [particle size v]) * (Zoom))\n pen down\n pen up\nend\n\ndefine Delete particle (i)\ndelete (i) of [particle colour v]\ndelete (i) of [particle gravity v]\ndelete (i) of [particle lifespan v]\ndelete (i) of [particle lifespan left v]\ndelete (i) of [particle resistance v]\ndelete (i) of [particle size v]\ndelete (i) of [particle transparency v]\ndelete (i) of [particle x v]\ndelete (i) of [particle xv v]\ndelete (i) of [particle y v]\ndelete (i) of [particle yv v]\n\ndefine Tick particles\nset [i v] to (length of [particle size v])\nrepeat (length of [particle size v])\n replace item (i) of [particle x v] with ((item (i) of [particle xv v]) + (item (i) of [particle x v]))\n replace item (i) of [particle y v] with ((item (i) of [particle yv v]) + (item (i) of [particle y v]))\n replace item (i) of [particle xv v] with ((item (i) of [particle resistance v]) * (item (i) of [particle xv v]))\n replace item (i) of [particle yv v] with ((item (i) of [particle resistance v]) * (item (i) of [particle yv v]))\n replace item (i) of [particle yv v] with ((item (i) of [particle yv v]) - (item (i) of [particle gravity v]))\n replace item (i) of [particle lifespan left v] with ((item (i) of [particle lifespan left v]) - (1))\n if <(item (i) of [particle lifespan left v]) < [1]> then\n Delete particle (i)\n end\n change [i v] by (-1)\nend\n\ndefine Die\nstart sound [Die v]\nrepeat (45)\n set [temp v] to (pick random (0) to (360))\n New particle X (Player X) Y (Player Y) XV (([sin v] of (Temp) ) * (pick random (1) to (10))) YV (([cos v] of (Temp) ) * (pick random (1) to (10))) Lifespan (pick random (5) to (20)) Size (pick random (1) to (10)) Colour [000000] Gravity [0.5] Resistance [0.99] Transparency [64]\nend\nset [frames since death v] to [0]\nReset player\nRefresh level\n\ndefine Level 1\nCreate horizontal platform X1 [-50] X2 [550] Y [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [0] X [100] Type [bad]\nCreate vertical platform Y1 [-50] Y2 [200] X [-50] Type [normal]\nCreate horizontal platform X1 [-50] X2 [550] Y [200] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [200] X [550] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [250] Y [50]\nend\n\ndefine Reset particles\ndelete all of [particle colour v]\ndelete all of [particle gravity v]\ndelete all of [particle lifespan v]\ndelete all of [particle lifespan left v]\ndelete all of [particle resistance v]\ndelete all of [particle size v]\ndelete all of [particle x v]\ndelete all of [particle y v]\ndelete all of [particle xv v]\ndelete all of [particle yv v]\ndelete all of [particle transparency v]\n\ndefine Reset camera\nset [zoom v] to [1]\nset [camera x v] to [0]\nset [camera y v] to [0]\n\ndefine Check for special platforms\nif <[collided with v] contains [goal]?> then\n change [level v] by (1)\n set [coins spawned? v] to [0]\n Reset coins\n Reset camera\n Reset player\n Refresh level\n Reset particles\n set [zoom v] to [0.25]\n set [frames since level start v] to [0]\n start sound [Win v]\nelse\n if <<[collided with v] contains [bad]?> and <not <[collided with v] contains [normal]?>>> then\n Die\n end\nend\n\ndefine Refresh level\nReset map\nif <(Level) = [1]> then\n Level 1\nend\nif <(Level) = [2]> then\n Level 2\nend\nif <(Level) = [3]> then\n Level 3\nend\nif <(Level) = [4]> then\n Level 4\nend\nif <(Level) = [5]> then\n Level 5\nend\nif <(Level) = [6]> then\n Level 6\nend\nif <(Level) = [7]> then\n Level 7\nend\nif <(Level) = [8]> then\n Level 8\nend\nif <(Level) = [9]> then\n Level 9\nend\nif <(Level) = [10]> then\n Level 10\nend\nif <(Level) = [11]> then\n Level 11\nend\nif <(Level) = [12]> then\n Level 12\nend\nif <(Level) = [13]> then\n Level 13\nend\nif <(Level) = [14]> then\n set [level v] to [1]\n set [scene v] to [menu]\n Refresh level\nend\n\ndefine Level 2\nCreate horizontal platform X1 [-100] X2 [100] Y [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [450] X [-100] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [250] X [100] Type [normal]\nCreate horizontal platform X1 [-100] X2 [200] Y [450] Type [normal]\nCreate horizontal platform X1 [100] X2 [200] Y [250] Type [normal]\nCreate vertical platform Y1 [250] Y2 [450] X [200] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [50] Y [400]\nend\n\ndefine Level 4\nCreate horizontal platform X1 [-50] X2 [150] Y [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [250] X [-50] Type [normal]\nCreate horizontal platform X1 [150] X2 [500] Y [-50] Type [bad]\nCreate horizontal platform X1 [-50] X2 [600] Y [250] Type [normal]\nCreate horizontal platform X1 [500] X2 [600] Y [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [250] X [600] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [200] Y [100]\n Create coin X [400] Y [100]\nend\n\ndefine Level 6\nCreate horizontal platform X1 [-50] X2 [50] Y [-50] Type [normal]\nCreate horizontal platform X1 [50] X2 [150] Y [50] Type [normal]\nCreate horizontal platform X1 [150] X2 [250] Y [150] Type [normal]\nCreate horizontal platform X1 [250] X2 [350] Y [250] Type [normal]\nCreate horizontal platform X1 [-50] X2 [50] Y [150] Type [normal]\nCreate horizontal platform X1 [50] X2 [150] Y [250] Type [normal]\nCreate horizontal platform X1 [150] X2 [350] Y [350] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [150] X [-50] Type [bad]\nCreate vertical platform Y1 [-50] Y2 [50] X [50] Type [bad]\nCreate vertical platform Y1 [50] Y2 [150] X [150] Type [bad]\nCreate vertical platform Y1 [150] Y2 [250] X [50] Type [bad]\nCreate vertical platform Y1 [150] Y2 [250] X [250] Type [bad]\nCreate vertical platform Y1 [250] Y2 [350] X [150] Type [bad]\nCreate vertical platform Y1 [250] Y2 [350] X [350] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\nend\n\ndefine Create coin X (x) Y (y)\nadd (x) to [coin x v]\nadd (y) to [coin y v]\n\ndefine Render coins\nset [i v] to [0]\nrepeat (length of [coin x v])\n change [i v] by (1)\n Go to X (item (i) of [coin x v]) Y (item (i) of [coin y v])\n set pen color to (#000000)\n set pen size to ((16) * (Zoom))\n pen down\n pen up\n set pen color to (#ffc816)\n if <[0.4] < (Zoom)> then\n set pen size to ((12) * (Zoom))\n else\n set pen size to ((8) * (Zoom))\n end\n pen down\n pen up\nend\n\ndefine Tick coins\nset [i v] to (length of [coin x v])\nrepeat (length of [coin x v])\n if <<<(item (i) of [coin x v]) > ((Player X) - (((Player X size) / (2)) + (12)))> and <(item (i) of [coin x v]) < ((Player X) + (((Player X size) / (2)) + (12)))>> and <<(item (i) of [coin y v]) > ((Player Y) - (((Player Y size) / (2)) + (12)))> and <(item (i) of [coin y v]) < ((Player Y) + (((Player Y size) / (2)) + (12)))>>> then\n repeat (45)\n set [temp v] to (pick random (0) to (360))\n set [ii v] to (pick random (1) to (7))\n New particle X (Player X) Y (Player Y) XV (([sin v] of (Temp) ) * (ii)) YV (([cos v] of (Temp) ) * (ii)) Lifespan (pick random (5) to (40)) Size (pick random (1) to (5)) Colour [FFAA00] Gravity [0.1] Resistance [0.99] Transparency [128]\n end\n delete (i) of [coin x v]\n delete (i) of [coin y v]\n start sound [Coin v]\n end\n change [i v] by (-1)\nend\n\ndefine Reset coins\ndelete all of [coin x v]\ndelete all of [coin y v]\n\ndefine Level 8\nCreate horizontal platform X1 [-50] X2 [100] Y [-50] Type [normal]\nCreate horizontal platform X1 [-50] X2 [400] Y [200] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [200] X [-50] Type [normal]\nCreate vertical platform Y1 [-450] Y2 [-50] X [100] Type [normal]\nCreate horizontal platform X1 [100] X2 [250] Y [-50] Type [bad]\nCreate horizontal platform X1 [250] X2 [400] Y [-300] Type [bad]\nCreate horizontal platform X1 [100] X2 [400] Y [-450] Type [goal]\nCreate vertical platform Y1 [-450] Y2 [200] X [400] Type [normal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [250] Y [-125]\nend\n\ndefine Level 9\nCreate horizontal platform X1 [-50] X2 [50] Y [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [950] X [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [800] X [50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [950] X [150] Type [normal]\nCreate horizontal platform X1 [-50] X2 [150] Y [950] Type [bad]\nCreate horizontal platform X1 [125] X2 [150] Y [450] Type [bad]\nCreate horizontal platform X1 [50] X2 [150] Y [-50] Type [goal]\nCreate arrow X1 [-25] Y1 [0] X2 [25] Y2 [50]\nCreate arrow X1 [25] Y1 [100] X2 [-25] Y2 [150]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n set [camera y v] to [850]\nend\n\ndefine Level 3\nCreate horizontal platform X1 [-150] X2 [250] Y [-150] Type [normal]\nCreate horizontal platform X1 [-50] X2 [150] Y [-50] Type [normal]\nCreate horizontal platform X1 [-50] X2 [50] Y [50] Type [normal]\nCreate horizontal platform X1 [-150] X2 [150] Y [150] Type [normal]\nCreate horizontal platform X1 [-150] X2 [150] Y [250] Type [normal]\nCreate horizontal platform X1 [150] X2 [250] Y [350] Type [normal]\nCreate vertical platform Y1 [-150] Y2 [150] X [-150] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [50] X [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [150] X [150] Type [normal]\nCreate vertical platform Y1 [250] Y2 [350] X [150] Type [normal]\nCreate vertical platform Y1 [-150] Y2 [350] X [250] Type [normal]\nCreate vertical platform Y1 [150] Y2 [250] X [-150] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [200] Y [300]\nend\n\ndefine Level 5\nCreate horizontal platform X1 [-50] X2 [50] Y [-50] Type [normal]\nCreate horizontal platform X1 [50] X2 [150] Y [50] Type [normal]\nCreate horizontal platform X1 [150] X2 [250] Y [150] Type [normal]\nCreate horizontal platform X1 [250] X2 [350] Y [250] Type [normal]\nCreate horizontal platform X1 [-50] X2 [50] Y [150] Type [normal]\nCreate horizontal platform X1 [50] X2 [150] Y [250] Type [normal]\nCreate horizontal platform X1 [150] X2 [350] Y [350] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [150] X [-50] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [50] X [50] Type [normal]\nCreate vertical platform Y1 [50] Y2 [150] X [150] Type [normal]\nCreate vertical platform Y1 [150] Y2 [250] X [50] Type [normal]\nCreate vertical platform Y1 [150] Y2 [250] X [250] Type [normal]\nCreate vertical platform Y1 [250] Y2 [350] X [150] Type [normal]\nCreate vertical platform Y1 [250] Y2 [350] X [350] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\nend\n\ndefine Level 7\nCreate horizontal platform X1 [-50] X2 [100] Y [-50] Type [normal]\nCreate horizontal platform X1 [-50] X2 [400] Y [100] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [100] X [-50] Type [normal]\nCreate vertical platform Y1 [-450] Y2 [-50] X [100] Type [normal]\nCreate vertical platform Y1 [-450] Y2 [100] X [400] Type [normal]\nCreate horizontal platform X1 [100] X2 [250] Y [-50] Type [normal]\nCreate horizontal platform X1 [250] X2 [400] Y [-300] Type [bad]\nCreate horizontal platform X1 [100] X2 [400] Y [-450] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [250] Y [-125]\nend\n\ndefine Level 11\nCreate horizontal platform X1 [-50] X2 [50] Y [-50] Type [normal]\nCreate horizontal platform X1 [50] X2 [550] Y [-50] Type [bad]\nCreate horizontal platform X1 [-50] X2 [650] Y [50] Type [sticky]\nCreate vertical platform Y1 [-50] Y2 [50] X [650] Type [normal]\nCreate vertical platform Y1 [-50] Y2 [50] X [-50] Type [normal]\nCreate horizontal platform X1 [550] X2 [650] Y [-50] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\nend\n\ndefine Level 10\nCreate horizontal platform X1 [-150] X2 [250] Y [-150] Type [sticky]\nCreate horizontal platform X1 [-50] X2 [150] Y [-50] Type [sticky]\nCreate horizontal platform X1 [-50] X2 [50] Y [50] Type [sticky]\nCreate horizontal platform X1 [-150] X2 [150] Y [150] Type [sticky]\nCreate horizontal platform X1 [-150] X2 [150] Y [250] Type [sticky]\nCreate horizontal platform X1 [150] X2 [250] Y [350] Type [sticky]\nCreate vertical platform Y1 [-150] Y2 [150] X [-150] Type [sticky]\nCreate vertical platform Y1 [-50] Y2 [50] X [-50] Type [sticky]\nCreate vertical platform Y1 [-50] Y2 [150] X [150] Type [sticky]\nCreate vertical platform Y1 [250] Y2 [350] X [150] Type [sticky]\nCreate vertical platform Y1 [-150] Y2 [350] X [250] Type [sticky]\nCreate vertical platform Y1 [150] Y2 [250] X [-150] Type [goal]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\n Create coin X [200] Y [300]\nend\n\ndefine Menu\nset pen color to (join [0x] [BB000000])\nset pen size to (0)\ngo to x: (-240) y: (0)\npen down\nset pen size to (360)\ngo to x: (240) y: (0)\npen up\ngo to x: (40) y: (0)\nset pen color to (join [0x] [FFFFFF])\nset pen size to (10)\npen down\ngo to x: (-30) y: (40)\ngo to x: (-30) y: (-40)\ngo to x: (40) y: (0)\npen up\ngo to x: (0) y: (0)\nset pen size to (50)\npen down\npen up\nset pen size to (20)\ngo to x: (-20) y: (25)\npen down\ngo to x: (-20) y: (-25)\ngo to x: (20) y: (0)\npen up\n\ndefine Mouse\nif <(Scene) = [menu]> then\n if <<not <mouse down?>> and <(Previous mouse state) = [true]>> then\n set [scene v] to [game]\n end\nelse\n if <<not <mouse down?>> and <(Previous mouse state) = [true]>> then\n if <((((210) - (mouse x)) * ((210) - (mouse x))) + (((150) - (mouse y)) * ((150) - (mouse y)))) < [169]> then\n change [level v] by (1)\n set [coins spawned? v] to [0]\n Reset coins\n Reset camera\n Reset player\n Refresh level\n Reset particles\n set [zoom v] to [0.25]\n set [frames since level start v] to [0]\n set [previous mouse state v] to <mouse down?>\n stop [this script v]\n end\n if <((((180) - (mouse x)) * ((180) - (mouse x))) + (((150) - (mouse y)) * ((150) - (mouse y)))) < [169]> then\n change [level v] by (-1)\n if <(Level) = [0]> then\n set [level v] to [1]\n end\n set [coins spawned? v] to [0]\n Reset coins\n Reset camera\n Reset player\n Refresh level\n Reset particles\n set [zoom v] to [0.25]\n set [frames since level start v] to [0]\n set [previous mouse state v] to <mouse down?>\n stop [this script v]\n end\n end\n if <<<mouse down?> or <key (space v) pressed?>> and <[3] < (Last fired bullet)>> then\n set [temp v] to ([sqrt v] of (((mouse x) * (mouse x)) + ((mouse y) * (mouse y))) )\n New bullet X (Player X) Y (Player Y) XV ((mouse x) * ((5) / (Temp))) YV ((mouse y) * ((5) / (Temp))) Power [250] Lifespan [60]\n change [player x velocity v] by ((mouse x) * ((-1) / (Temp)))\n change [player y velocity v] by ((mouse y) * ((-1) / (Temp)))\n set [last fired bullet v] to [0]\n start sound [Shoot v]\n end\nend\nset [previous mouse state v] to <mouse down?>\n\ndefine Create arrow X1 (x1) Y1 (y1) X2 (x2) Y2 (y2)\nadd (x1) to [arrow x1 v]\nadd (y1) to [arrow y1 v]\nadd (x2) to [arrow x2 v]\nadd (y2) to [arrow y2 v]\n\ndefine Render arrows\nset [i v] to [0]\nrepeat (length of [arrow x1 v])\n change [i v] by (1)\n Go to X (item (i) of [arrow x1 v]) Y (item (i) of [arrow y1 v])\n set pen size to ((5) * (Zoom))\n set pen color to (#d1d4e0)\n pen down\n Go to X (item (i) of [arrow x2 v]) Y (item (i) of [arrow y2 v])\n set [temp v] to ([sqrt v] of ((((item (i) of [arrow x2 v]) - (item (i) of [arrow x1 v])) * ((item (i) of [arrow x2 v]) - (item (i) of [arrow x1 v]))) + (((item (i) of [arrow y2 v]) - (item (i) of [arrow y1 v])) * ((item (i) of [arrow y2 v]) - (item (i) of [arrow y1 v])))) )\n set [new x v] to (((item (i) of [arrow x2 v]) - (item (i) of [arrow x1 v])) * ((40) / (Temp)))\n set [new y v] to (((item (i) of [arrow y2 v]) - (item (i) of [arrow y1 v])) * ((40) / (Temp)))\n Go to X ((item (i) of [arrow x2 v]) + (((New Y) - (New X)) / (2))) Y ((item (i) of [arrow y2 v]) - (((New X) + (New Y)) / (2)))\n Go to X (item (i) of [arrow x2 v]) Y (item (i) of [arrow y2 v])\n Go to X ((item (i) of [arrow x2 v]) - (((New X) + (New Y)) / (2))) Y ((item (i) of [arrow y2 v]) + (((New X) - (New Y)) / (2)))\n pen up\nend\n\nwhen flag clicked\nforever\n play sound [Rock It v] until done\nend\n\ndefine Level 12\nset [player y v] to [-150]\nCreate horizontal platform X1 [-200] X2 [200] Y [-300] Type [bad]\nCreate horizontal platform X1 [-200] X2 [200] Y [300] Type [bad]\nCreate vertical platform Y1 [-300] Y2 [300] X [-200] Type [bad]\nCreate vertical platform Y1 [-300] Y2 [300] X [200] Type [bad]\nCreate horizontal platform X1 [-100] X2 [100] Y [-200] Type [normal]\nCreate horizontal platform X1 [-80] X2 [80] Y [-100] Type [normal]\nCreate horizontal platform X1 [-60] X2 [60] Y [0] Type [normal]\nCreate horizontal platform X1 [-40] X2 [40] Y [100] Type [normal]\nCreate vertical platform Y1 [110] Y2 [150] X [0] Type [goal]\nif <(Coins Spawned?) = [0]> then\n Create coin X [125] Y [200]\n set [coins spawned? v] to [1]\nend\n\ndefine Level 13\nCreate horizontal platform X1 [-50] X2 [150] Y [-50] Type [sticky]\nCreate vertical platform Y1 [-50] Y2 [250] X [-50] Type [sticky]\nCreate horizontal platform X1 [-50] X2 [550] Y [250] Type [sticky]\nCreate vertical platform Y1 [-50] Y2 [250] X [550] Type [goal]\nCreate horizontal platform X1 [150] X2 [350] Y [150] Type [bad]\nCreate vertical platform Y1 [-50] Y2 [150] X [150] Type [bad]\nCreate vertical platform Y1 [-50] Y2 [150] X [350] Type [bad]\nCreate horizontal platform X1 [350] X2 [550] Y [-50] Type [sticky]\nif <(Coins Spawned?) = [0]> then\n set [coins spawned? v] to [1]\nend\n\ndefine Draw buttons\ngo to x: (210) y: (150)\nset pen color to (join [0x] [000000])\nset pen size to (25)\npen down\npen up\nset pen color to (join [0x] [FFFFFF])\nset pen size to (20)\npen down\npen up\ngo to x: (205) y: (150)\nset pen color to (join [0x] [000000])\nset pen size to (2)\npen down\ngo to x: (215) y: (150)\ngo to x: (212) y: (153)\ngo to x: (215) y: (150)\ngo to x: (212) y: (147)\npen up\ngo to x: (180) y: (150)\nset pen color to (join [0x] [000000])\nset pen size to (25)\npen down\npen up\nset pen color to (join [0x] [FFFFFF])\nset pen size to (20)\npen down\npen up\ngo to x: (185) y: (150)\nset pen color to (join [0x] [000000])\nset pen size to (2)\npen down\ngo to x: (175) y: (150)\ngo to x: (178) y: (153)\ngo to x: (175) y: (150)\ngo to x: (178) y: (147)\npen up\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\n | |
Platypus Adventure! (A Platformer) | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen backdrop switches to [home v]\nbroadcast (hOmE v)\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (ground v)\n\nwhen backdrop switches to [level 6 v]\nswitch costume to (home hole v)\n\nwhen I receive [home v]\nhide\n\n@Platypus\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <touching color (#0f8a00)?> then\n set [yv v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (Yv)\n change [yv v] by (-1)\n end\n set [going up v] to [0]\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-189) y: (-39)\nforever\n if <<not <touching color (#0f8a00)?>> and <(Going up) = [0]>> then\n change y by (Yv)\n change [yv v] by (-1)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-189) y: (-39)\n\nwhen flag clicked\nforever\n if <touching (butterfly v)?> then\n broadcast (Next Level v)\n end\n if <touching (da hole v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n move (10) steps\n set rotation style [left-right v]\n point in direction (-90)\n next costume\n wait (.001) seconds\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n next costume\n wait (.001) seconds\n end\nend\n\nwhen I receive [up v]\nif <touching color (#0f8a00)?> then\n set [yv v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (Yv)\n change [yv v] by (-1)\n end\n set [going up v] to [0]\nend\n\nwhen I receive [forward v]\npoint in direction (90)\nmove (10) steps\nnext costume\nwait (.001) seconds\n\nmove (10) steps\nset rotation style [left-right v]\npoint in direction (-90)\nnext costume\nwait (.001) seconds\n\n@Levels\n\nwhen flag clicked\ngo to x: (-16) y: (-47)\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Reset v)\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [home v]\nhide\n\n@Butterfly\n\nwhen flag clicked\nshow\ngo to x: (-12) y: (-10)\n\nwhen I receive [next level v]\nshow\ngo to x: (-12) y: (-10)\n\nwhen I receive [reset v]\nshow\ngo to x: (-12) y: (-10)\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n set rotation style [left-right v]\n move (10) steps\n wait (.001) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n hide\n end\nend\n\n@Fish\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\ngo to x: (64) y: (26)\ngo to [front v] layer\nshow\nswitch costume to (one fish v)\nforever\n wait (.5) seconds\n next costume\nend\n\n@HOmSprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\n\n@Thumbnail \n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\nshow\n\n@DA HOLE\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\ngo to [back v] layer\n\nwhen backdrop switches to [home v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n repeat (5)\n turn right (1) degrees\n wait (0.1) seconds\n end\n repeat (10)\n turn left (1) degrees\n wait (0.1) seconds\n end\n repeat (5)\n turn right (1) degrees\n wait (0.1) seconds\n end\nend\n\n@Forward\n\nwhen this sprite clicked\nbroadcast (Forward v)\n\nbroadcast (Forward v) and wait\n\nset drag mode [not draggable v]\n\nhide\n\n@Up\n\nset drag mode [not draggable v]\n\nhide\n\n@Backward\n\nhide\n\n | Use Right, Left, And Up to Control the Platypus. There are six levels and a little animation at the end! I will Answer questions in the comments below! |
Shrapnel | A Platformer | @Stage\n\n@Cube\n\nwhen I receive [level up v]\ngo to x: (-199) y: (3)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\ndefine Die Animation\nbroadcast (Part die v)\nbroadcast (Reset 3 v)\nchange [☁ score v] by (-2)\npoint in direction (90)\ngo to x: (-199) y: (3)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [begin v]\nset [deaths! v] to [0]\nshow\nforever\n if <<<<touching (lava v)?> or <touching (laser v)?>> or <touching (laser2 v)?>> or <touching (kill v)?>> then\n change [deaths! v] by (1)\n broadcast (Reset 3 v)\n broadcast (Died v)\n go to x: (-199) y: (60)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n broadcast (Reset v)\n set [speedx v] to [0]\n set [speedy v] to [0]\n end\nend\n\nwhen I receive [begin v]\npoint in direction (90)\ngo to x: (-199) y: (3)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [begin v]\nforever\n if <key (right arrow v) pressed?> then\n broadcast (Move v)\n change [speedx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n broadcast (Move v)\n change [speedx v] by (-1)\n end\n change x by (SpeedX)\n if <<touching (platform v)?> or <touching (moveplatform v)?>> then\n change x by ((SpeedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((SpeedX) * (0.8))\n end\n change y by (SpeedY)\n if <touching (platform v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> then\n broadcast (Jump v)\n set [speedy v] to [15]\n set [cut off v] to [0]\n end\n else\n change [speedy v] by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset size to (100) %\nforever\n if <touching (win! v)?> then\n broadcast (Level Up v)\n end\nend\n\nwhen I receive [begin v]\nforever\n set [x of player v] to (x position)\n set [y of player v] to (y position)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (50)\nend\ndelete this clone\n\nwhen flag clicked\nerase all\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nbroadcast (Begin v)\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nswitch costume to (costume3 v)\nshow\npoint in direction (90)\n\nwhen flag clicked\nhide\n\nwhen I receive [level up v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nset [mode v] to [1]\nhide\nforever\n go to (random position v)\n clone\nend\n\ngo to x: ((x position) + (((mouse x) - (x position)) * (0.3))) y: ((y position) + (((mouse y) - (y position)) * (0.3)))\n\ndefine clone\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nswitch costume to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (76) to (100))\nset [xv v] to ((((pick random (0) to (1)) - (0.5)) * (2)) * (pick random (0.1) to (0.5)))\nset [yv v] to ((((pick random (0) to (1)) - (0.5)) * (2)) * (pick random (0.1) to (0.5)))\nrepeat (50)\n change x by (xv)\n change y by (yv)\n change [ghost v] effect by (1)\n go to x: ((x position) + (((x position) - (mouse x)) * (0.01))) y: ((y position) + (((y position) - (mouse y)) * (0.01)))\n change [xv v] by ((xv) * (0.05))\n change [yv v] by ((yv) * (0.05))\n change size by (2)\nend\ndelete this clone\n\n@Win!\n\n@Laser\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.7)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (225) y: (pick random (165) to (-165))\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\ndelete this clone\n\n@Laser2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (1.3)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (225) to (-225)) y: (165)\nrepeat until <touching (platform v)?>\n change y by (-10)\nend\ndelete this clone\n\n@kill\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nswitch costume to (costume3 v)\nshow\npoint in direction (90)\n\nwhen flag clicked\nhide\nforever\n play sound [Song! v] until done\nend\n\nwhen I receive [level up v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow variable [deaths! v]\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nhide variable [deaths! v]\nshow\n\n | A game I made for a particular type of person...\nTo HURT them!\n#21 on trending!!?\n=========================================\nShrapnel | A Platformer\nStory:\nShrapnel flies in this dark world and you are all alone, in the dark, freezing...\nThis is YOUR adventure!!\nGet through and win!\n=========================================\nInstructions:\n1. Arrow Keys to move\n2. Avoid Shrapnel\n3. No comments about the impossiblesness!\n=========================================\nCredits:\n@GeniusApple for the game: If you loved it, consider following for more amazing games!\nPewDiePie: For the song (Party in Backyard too)\nSub to HIM (PEWDIEPIE)\n=========================================\nGame code explained:\nJust a Platformer script and slope and platform detection.\nShrapnel is completely randomly generated.\nNo wall jumping for harder gameplay.\nEasy death counter (Comment your deaths)\nEasy code for particle generation!\n=========================================\n100 loves for this to be MULTIPLAYER\n100 favs for a PART 2!\nPlease Share this!!\n=========================================\nUntil next time,\nSIGNING OUT!\nRegards,\n@GeniusApple\n=========================================\nCredit @FUNUT |
3D Platformer モチモチスライム【2】!! 100%PEN (スマホ対応) | @Stage\n\n@PEN\n\ndefine 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\nset [x v] to (x)\nset [x2 v] to (x2)\nset [y v] to (y)\nset [y2 v] to (y2)\nif <not <<(x) = (x2)> or <(y) = (y2)>>> then\n set [変化の割合 v] to (((y2) - (y)) / ((x2) - (x)))\n set [切片 v] to ((y) - ((変化の割合) * (x)))\n if <(x) > [240]> then\n set [y v] to (((変化の割合) * (240)) + (切片))\n end\n if <[-240] > (x)> then\n set [y v] to (((変化の割合) * (-240)) + (切片))\n end\n if <(y) > [180]> then\n set [x v] to (((180) - (切片)) / (変化の割合))\n end\n if <[-180] > (y)> then\n set [x v] to (((-180) - (切片)) / (変化の割合))\n end\n if <(x2) > [240]> then\n set [y2 v] to (((変化の割合) * (240)) + (切片))\n end\n if <[-240] > (x2)> then\n set [y2 v] to (((変化の割合) * (-240)) + (切片))\n end\n if <(y2) > [180]> then\n set [x2 v] to (((180) - (切片)) / (変化の割合))\n end\n if <[-180] > (y2)> then\n set [x2 v] to (((-180) - (切片)) / (変化の割合))\n end\nend\nif <not <<<(x) < [-239]> and <(x2) < [-239]>> or <<[239] < (x)> and <[239] < (x2)>>>> then\n if <not <<<(y) < [-179]> and <(y2) < [-179]>> or <<[179] < (y)> and <[179] < (y2)>>>> then\n pen up\n go to x: (x) y: (y)\n set pen size to (太さ)\n pen down\n go to x: (x2) y: (y2)\n end\nend\n\ndefine 裏面なしの線を引く (x) (y) (z) 、 (x2) (y2) (z2) 太さ (太さ) モード (0~4)\n二次元化 (x) (y) (z) 、 (x2) (y2) (z2) 線を引く [0] 太さ (太さ)\nif <<<(x) < (x2)> and <not <(0~4) = [3]>>> and <not <(0~4) = [4]>>> then\n if <(0~4) = [1]> then\n if <(y) < ((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (z)) / (視力))))> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\n end\n if <(0~4) = [2]> then\n if <((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (z)) / (視力)))) < (y)> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\n end\n if <(0~4) = [0]> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\nend\nif <(0~4) = [3]> then\n if <(y) < (y)> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\nend\nif <(0~4) = [4]> then\n if <(y) < (y)> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\nend\n\ndefine 壁 (縦) ✖ (横) を (x) 、 (y) 、に作る (色) 色\nif <<[360] > ([abs v] of (x) )> or <[360] > ([abs v] of ((x) + (横)) )>> then\n if <(色) = [1]> then\n set pen color to (#fdba47)\n end\n if <(色) = [2]> then\n set pen color to (#ff8c00)\n set pen (saturation v) to (40)\n end\n if <(色) = [3]> then\n set pen color to (#0077ff)\n set pen (saturation v) to (40)\n end\n if <(色) = [4]> then\n set pen color to (#ff0000)\n set pen (color v) to ((10) - ((10) * ((2) * ([abs v] of ((動くブロック) - (0.5)) ))))\n set pen (saturation v) to (40)\n set pen (brightness v) to (100)\n end\n if <(色) = [5]> then\n set pen color to (#e60973)\n set pen (saturation v) to (40)\n set pen (brightness v) to (100)\n end\n if <(色) = [6]> then\n set pen color to (#0943e6)\n set pen (saturation v) to (40)\n set pen (brightness v) to (100)\n end\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n add (色) to [色 v]\n add (色) to [色 v]\n add (色) to [色 v]\n add (色) to [色 v]\n add ((x) - ((太さ) / (1))) to [x v]\n add ((y) - ((太さ) / (2))) to [y v]\n add (((x) + (横)) + ((太さ) / (1))) to [x2 v]\n add ((y) - ((太さ) / (2))) to [y2 v]\n add (((x) + (横)) + ((太さ) / (1))) to [x v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y v]\n add (((x) + (横)) + ((太さ) / (1))) to [x2 v]\n add ((y) - ((太さ) / (2))) to [y2 v]\n add ((x) - ((太さ) / (1))) to [x v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y v]\n add (((x) + (横)) + ((太さ) / (1))) to [x2 v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y2 v]\n add ((x) - ((太さ) / (1))) to [x v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y v]\n add ((x) - ((太さ) / (1))) to [x2 v]\n add ((y) - ((太さ) / (2))) to [y2 v]\n set [塗りつぶし用変数 v] to [0]\n repeat ([abs v] of ([floor v] of (((y) - ((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (100)) / (視力))))) / (太さ)) ) )\n change [塗りつぶし用変数 v] by (太さ)\n 二次元化 (x) (y) [100] 、 [] [] [100] 線を引く [0] 太さ []\n set [変化の割合 v] to (((y) - (y)) / ((x) - (x)))\n set [切片 v] to ((y) - ((変化の割合) * (x)))\n 二次元化 ((x) + (横)) (y) [100] 、 [] [] [] 線を引く [] 太さ []\n set [変化の割合2 v] to (((y) - (y)) / (((x) + (横)) - (x)))\n set [切片2 v] to ((y) - ((変化の割合2) * (x)))\n 裏面なしの線を引く ((((y) - (塗りつぶし用変数)) - (切片)) / (変化の割合)) ((y) - (塗りつぶし用変数)) [0.01] 、 ((((y) - (塗りつぶし用変数)) - (切片2)) / (変化の割合2)) ((y) - (塗りつぶし用変数)) [0.01] 太さ (太さ) モード [2]\n end\n set [塗りつぶし用変数 v] to [0]\n if <(色) = [1]> then\n set pen color to (#8ffd47)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n repeat ([abs v] of ([floor v] of ((((y) + (縦)) - ((カメラ歪みy) + ((((y) + (縦)) - (カメラ歪みy)) * (((視力) - (100)) / (視力))))) / (太さ)) ) )\n 二次元化 (x) ((y) + (縦)) [100] 、 [] [] [100] 線を引く [0] 太さ []\n set [変化の割合 v] to ((((y) + (縦)) - (y)) / ((x) - (x)))\n set [切片 v] to ((y) - ((変化の割合) * (x)))\n 二次元化 ((x) + (横)) ((y) + (縦)) [100] 、 [] [] [] 線を引く [] 太さ []\n set [変化の割合2 v] to ((((y) + (縦)) - (y)) / (((x) + (横)) - (x)))\n set [切片2 v] to ((y) - ((変化の割合2) * (x)))\n 裏面なしの線を引く (((((y) + (縦)) - (塗りつぶし用変数)) - (切片)) / (変化の割合)) (((y) + (縦)) - (塗りつぶし用変数)) [0.001] 、 (((((y) + (縦)) - (塗りつぶし用変数)) - (切片2)) / (変化の割合2)) (((y) + (縦)) - (塗りつぶし用変数)) [0.001] 太さ (太さ) モード [1]\n change [塗りつぶし用変数 v] by ((-1) * (太さ))\n end\n if <(色) = [1]> then\n set pen color to (#fdba47)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n set [塗りつぶし用変数 v] to [0]\n repeat (([floor v] of ((縦) / (太さ)) ) + (1))\n 裏面なしの線を引く (x) (((y) + (縦)) - (塗りつぶし用変数)) [100] 、 (x) (((y) + (縦)) - (塗りつぶし用変数)) [0] 太さ (太さ) モード [0]\n change [塗りつぶし用変数 v] by (太さ)\n end\n set [塗りつぶし用変数 v] to [0]\n 裏面なしの線を引く (x) (y) [100] 、 (x) (y) [0] 太さ (太さ) モード [0]\n repeat (([floor v] of ((縦) / (太さ)) ) + (1))\n 裏面なしの線を引く ((x) + (横)) (((y) + (縦)) - (塗りつぶし用変数)) [0] 、 ((x) + (横)) (((y) + (縦)) - (塗りつぶし用変数)) [100] 太さ (太さ) モード [0]\n change [塗りつぶし用変数 v] by (太さ)\n end\n 裏面なしの線を引く ((x) + (横)) (y) [100] 、 ((x) + (横)) (y) [0] 太さ (太さ) モード [2]\n set [塗りつぶし用変数 v] to [0]\n repeat (([floor v] of ((縦) / (太さ)) ) + (1))\n 裏面なしの線を引く (x) (((y) + (縦)) - (塗りつぶし用変数)) [0] 、 ((x) + (横)) (((y) + (縦)) - (塗りつぶし用変数)) [0] 太さ (太さ) モード [0]\n change [塗りつぶし用変数 v] by (太さ)\n end\n 裏面なしの線を引く (x) (y) [0] 、 ((x) + (横)) (y) [0] 太さ (太さ) モード [0]\n change pen (saturation v) by (70)\n 裏面なしの線を引く (x) (y) [100] 、 (x) ((y) + (縦)) [99.999] 太さ (太さ) モード [0]\n if <(色) = [1]> then\n set pen color to (#8af544)\n change pen (saturation v) by (70)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n 裏面なしの線を引く (x) ((y) + (縦)) [100] 、 (x) ((y) + (縦)) [0.001] 太さ (太さ) モード [0]\n if <(色) = [1]> then\n set pen color to (#fdba47)\n change pen (saturation v) by (70)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n 裏面なしの線を引く (x) (y) [100] 、 (x) (y) [0.001] 太さ (太さ) モード [0]\n 裏面なしの線を引く (x) (y) [100] 、 ((x) + (横)) (y) [100] 太さ (太さ) モード [4]\n 裏面なしの線を引く ((x) + (横)) (y) [0.001] 、 ((x) + (横)) (y) [100] 太さ (太さ) モード [0]\n 裏面なしの線を引く ((x) + (横)) (y) [99.999] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [0]\n 裏面なしの線を引く ((x) + (横)) (y) [100] 、 (x) (y) [100] 太さ (太さ) モード [4]\n if <(色) = [1]> then\n set pen color to (#8af544)\n change pen (saturation v) by (70)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n 裏面なしの線を引く ((x) + (横)) ((y) + (縦)) [0.001] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [0]\n if <(色) = [1]> then\n set pen color to (#fdba47)\n change pen (saturation v) by (70)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n 二次元化 (x) (y) [0] 、 (x) ((y) + (縦)) [0] 線を引く [1] 太さ (太さ)\n 二次元化 (x) (y) [0] 、 ((x) + (横)) (y) [0] 線を引く [1] 太さ (太さ)\n 裏面なしの線を引く (x) (y) [0.001] 、 (x) (y) [100] 太さ (太さ) モード [4]\n 裏面なしの線を引く ((x) + (横)) (y) [0.001] 、 ((x) + (横)) (y) [100] 太さ (太さ) モード [4]\n 二次元化 ((x) + (横)) (y) [0] 、 ((x) + (横)) ((y) + (縦)) [0] 線を引く [1] 太さ (太さ)\n if <(色) = [1]> then\n set pen color to (#8af544)\n change pen (saturation v) by (70)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n 二次元化 (x) ((y) + (縦)) [0] 、 ((x) + (横)) ((y) + (縦)) [0] 線を引く [1] 太さ (太さ)\n 裏面なしの線を引く ((x) + (横)) ((y) + (縦)) [0.001] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [3]\n 裏面なしの線を引く (x) ((y) + (縦)) [100] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [3]\n 裏面なしの線を引く (x) ((y) + (縦)) [0.001] 、 (x) ((y) + (縦)) [100] 太さ (太さ) モード [3]\n if <(色) = [1]> then\n set pen color to (#fdba47)\n change pen (saturation v) by (70)\n if <(ステージ) = [3]> then\n set pen (brightness v) to (60)\n end\n end\n change pen (saturation v) by (-70)\nend\n\ndefine 二次元化 (x) (y) (z) 、 (x2) (y2) (z2) 線を引く (0or1) 太さ (太さ)\nset [x v] to ((x) * (((視力) - (z)) / (視力)))\nset [y v] to ((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (z)) / (視力))))\nset [x2 v] to ((x2) * (((視力) - (z2)) / (視力)))\nset [y2 v] to ((カメラ歪みy) + (((y2) - (カメラ歪みy)) * (((視力) - (z2)) / (視力))))\nif <(((視力) - (z)) / (視力)) < [0]> then\n set [x v] to [0]\n set [y v] to (カメラ歪みy)\nend\nif <(((視力) - (z2)) / (視力)) < [0]> then\n set [x2 v] to [0]\n set [y2 v] to (カメラ歪みy)\nend\nif <(0or1) = [1]> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\nend\n\ndefine 描画\nset [当たり判定 v] to [0]\ngo to x: (0) y: (0)\nerase all\n背景描画\nset pen color to (#390be6)\nset pen (brightness v) to (100)\nset pen (saturation v) to (40)\nset pen (color v) to (115)\ndelete all of [x v]\ndelete all of [x2 v]\ndelete all of [y v]\ndelete all of [y2 v]\ndelete all of [色 v]\nif <(ステージ) = [1]> then\n 壁 [50] ✖ [300] を ((0) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((500) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [150] を ((850) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [600] を ((1200) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((1350) - (カメラ横)) 、 ((150) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [50] を ((1550) - (カメラ横)) 、 ((150) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((1950) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2200) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2650) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2450) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2900) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3100) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3300) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3500) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((3850) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((4150) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((4250) - (カメラ横)) 、 ((650) - (カメラ縦)) 、に作る [3] 色\nend\nif <(ステージ) = [2]> then\n 壁 [50] ✖ [300] を ((0) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((400) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [425] を ((725) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((1250) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((600) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((1050) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((1250) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((1500) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((1600) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((1950) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((2350) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((2200) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2000) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [300] を ((2300) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2650) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((2700) - (カメラ横)) 、 ((450) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((2850) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3050) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((3200) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((3600) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3900) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3800) - (カメラ横)) 、 ((425) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4150) - (カメラ横)) 、 ((450) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((4600) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [3] 色\n 壁 [50] ✖ [300] を ((4350) - (カメラ横)) 、 ((250) - (カメラ縦)) 、に作る [1] 色\n set [太さ v] to [50]\n set pen color to (#ff0000)\n set pen (color v) to ((10) - ((10) * ((2) * ([abs v] of ((動くブロック) - (0.5)) ))))\n set pen (saturation v) to (80)\n set pen (brightness v) to (100)\n 線を引く (((-100) - (カメラ横)) + ((マグマ移動) * (6))) [180] 、 (((-100) - (カメラ横)) + ((マグマ移動) * (6))) [-180] 太さ (太さ)\n add [4] to [色 v]\n add [なにか] to [x v]\n add (((-100) - (カメラ横)) + ((マグマ移動) * (6))) to [y v]\n add (((-100) - (カメラ横)) + ((マグマ移動) * (6))) to [x2 v]\n add [-180] to [y2 v]\n set [太さ v] to [16]\nend\nif <(ステージ) = [3]> then\n 壁 [50] ✖ [300] を ((0) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((450) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を (((700) - (カメラ横)) + ((100) * (動くブロック))) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を (((1200) - (カメラ横)) + ((-100) * (動くブロック))) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((1400) - (カメラ横)) 、 (((-500) - (カメラ縦)) + ((600) * (動くブロック))) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((1400) - (カメラ横)) 、 ((-100) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [50] を ((1850) - (カメラ横)) 、 (((250) - (カメラ縦)) + ((100) * (動くブロック))) 、に作る [4] 色\n 壁 [50] ✖ [50] を ((1850) - (カメラ横)) 、 (((200) - (カメラ縦)) + ((-100) * (動くブロック))) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((1700) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [500] を ((2000) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を (((2250) - (カメラ横)) + ((200) * (動くブロック))) 、 ((150) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [50] を (((2300) - (カメラ横)) + ((-200) * (動くブロック))) 、 ((150) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を (((2750) - (カメラ横)) + ((-100) * (動くブロック))) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [400] を ((3000) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3600) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((3700) - (カメラ横)) 、 ((150) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((3850) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4100) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4300) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4100) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4300) - (カメラ横)) 、 ((425) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4500) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((4600) - (カメラ横)) 、 ((550) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((4700) - (カメラ横)) 、 ((600) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [350] を ((4900) - (カメラ横)) 、 ((600) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((5350) - (カメラ横)) 、 ((600) - (カメラ縦)) 、に作る [1] 色\n 壁 [200] ✖ [50] を ((5350) - (カメラ横)) 、 (((650) - (カメラ縦)) + ((200) * (動くブロック))) 、に作る [1] 色\n 壁 [50] ✖ [400] を ((5700) - (カメラ横)) 、 ((600) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [400] を ((6100) - (カメラ横)) 、 ((650) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [400] を ((6500) - (カメラ横)) 、 ((700) - (カメラ縦)) 、に作る [1] 色\n 壁 [100] ✖ [100] を ((7000) - (カメラ横)) 、 ((800) - (カメラ縦)) 、に作る [3] 色\nend\n\ndefine 移動\nif <(操作可能) = [1]> then\n set [ジャンプする v] to [0]\n set [移動する v] to [0]\n if <mouse down?> then\n if <[10] < (mouse y)> then\n set [ジャンプする v] to [1]\n end\n if <[20] < ([abs v] of (mouse x) )> then\n if <[0] < (mouse x)> then\n set [移動する v] to [1]\n else\n set [移動する v] to [2]\n end\n end\n end\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [1]> then\n change [プレーヤー縦 v] by (20)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [0]> then\n change [プレーヤー縦 v] by (-20)\n set [当たり判定 v] to [0]\n 当たり判定\n repeat until <(当たり判定) = [0]>\n change [プレーヤー縦 v] by (1)\n change [カメラ縦 v] by (1)\n set [当たり判定 v] to [0]\n 当たり判定\n end\n else\n change [プレーヤー縦 v] by (-20)\n repeat until <(当たり判定) = [0]>\n change [プレーヤー横 v] by ((-1) * (進んでいる方向))\n set [当たり判定 v] to [0]\n 当たり判定\n end\n change [カメラ横 v] by (プレーヤー横)\n change [カメラ縦 v] by (プレーヤー縦)\n set [歩行加速 v] to [0]\n end\n end\n change [プレーヤー縦 v] by (-3)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [1]> then\n change [プレーヤー縦 v] by (3)\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n if <<key (up arrow v) pressed?> or <(ジャンプする) = [1]>> then\n set [重力加速 v] to [20]\n change [プレーヤー縦 v] by (重力加速)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [0]> then\n start sound [Jump2 v]\n change [カメラ縦 v] by (プレーヤー縦)\n else\n set [重力加速 v] to [0]\n end\n end\n else\n change [プレーヤー縦 v] by (3)\n if <[-16] < (重力加速)> then\n change [重力加速 v] by (-2)\n end\n change [プレーヤー縦 v] by (重力加速)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [1]> then\n repeat until <(当たり判定) = [0]>\n set [当たり判定 v] to [0]\n 当たり判定\n change [プレーヤー縦 v] by ((-1) * (ジャンプした))\n end\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n end\n change [カメラ縦 v] by (プレーヤー縦)\n end\n if <[0] < (重力加速)> then\n set [ジャンプした v] to [1]\n end\n if <(重力加速) < [0]> then\n set [ジャンプした v] to [-1]\n end\n set [プレーヤー縦 v] to [0]\n set [当たり判定 v] to [0]\n 当たり判定\n if <<key (right arrow v) pressed?> or <(移動する) = [1]>> then\n set [向き v] to [1]\n if <(歩行加速) < [12]> then\n change [歩行加速 v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <(移動する) = [2]>> then\n set [向き v] to [-1]\n if <[-12] < (歩行加速)> then\n change [歩行加速 v] by (-1)\n end\n end\n if <[0] < (歩行加速)> then\n set [進んでいる方向 v] to [1]\n end\n if <(歩行加速) < [0]> then\n set [進んでいる方向 v] to [-1]\n end\n repeat (1)\n if <not <<<key (right arrow v) pressed?> or <(移動する) = [1]>> or <<key (left arrow v) pressed?> or <(移動する) = [2]>>>> then\n change [歩行加速 v] by ((-1) * (([abs v] of (歩行加速) ) / (歩行加速)))\n else\n if <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>> then\n change [歩行加速 v] by ((-1) * (([abs v] of (歩行加速) ) / (歩行加速)))\n end\n end\n end\n change [カメラ横 v] by (歩行加速)\n set [当たり判定 v] to [0]\n set [プレーヤー横 v] to [0]\n set [プレーヤー縦 v] to [0]\n set [プレーヤーの圧縮 v] to ((((1.5) - ((重力加速) / (15))) * (50)) + (25))\n if <(カメラ縦) < [-200]> then\n broadcast (ゲームオーバー v)\n end\nend\n\ndefine 当たり判定 (x) (y) 、 (x2) (y2)\nset [変化の割合 v] to (((y) - (y2)) / ((x) - (x2)))\nset [切片 v] to ((y) - ((変化の割合) * (x)))\nset [当たり判定用変数 v] to [0]\nrepeat (length of [x v])\n change [当たり判定用変数 v] by (1)\n if <(item (当たり判定用変数) of [x v]) = (item (当たり判定用変数) of [x2 v])> then\n if <not <(x) = (x2)>> then\n set [y v] to (((変化の割合) * (item (当たり判定用変数) of [x v])) + (切片))\n set [x v] to (item (当たり判定用変数) of [x v])\n if <(y) < ((((item (当たり判定用変数) of [y2 v]) + (item (当たり判定用変数) of [y v])) / (2)) + (([abs v] of ((item (当たり判定用変数) of [y2 v]) - (item (当たり判定用変数) of [y v])) ) / (2)))> then\n if <(y) > ((((item (当たり判定用変数) of [y2 v]) + (item (当たり判定用変数) of [y v])) / (2)) - (([abs v] of ((item (当たり判定用変数) of [y2 v]) - (item (当たり判定用変数) of [y v])) ) / (2)))> then\n if <(x) > ((((x2) + (x)) / (2)) - (([abs v] of ((x2) - (x)) ) / (2)))> then\n if <(x) < ((((x2) + (x)) / (2)) + (([abs v] of ((x2) - (x)) ) / (2)))> then\n set [当たり判定 v] to [1]\n if <(item (当たり判定用変数) of [色 v]) = [4]> then\n broadcast (ゲームオーバー v)\n end\n if <(item (当たり判定用変数) of [色 v]) = [3]> then\n broadcast (次のステージ v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n else\n set [変化の割合2 v] to (((item (当たり判定用変数) of [y v]) - (item (当たり判定用変数) of [y2 v])) / ((item (当たり判定用変数) of [x v]) - (item (当たり判定用変数) of [x2 v])))\n set [切片2 v] to ((item (当たり判定用変数) of [y v]) - ((変化の割合2) * (item (当たり判定用変数) of [x v])))\n set [x v] to (((切片2) - (切片)) / ((変化の割合) - (変化の割合2)))\n set [y v] to (((変化の割合) * (x)) + (切片))\n if <(y) < ((((y) + (y2)) / (2)) + (([abs v] of ((y) - (y2)) ) / (2)))> then\n if <(y) > ((((y) + (y2)) / (2)) - (([abs v] of ((y) - (y2)) ) / (2)))> then\n if <(x) < ((((item (当たり判定用変数) of [x v]) + (item (当たり判定用変数) of [x2 v])) / (2)) + (([abs v] of ((item (当たり判定用変数) of [x v]) - (item (当たり判定用変数) of [x2 v])) ) / (2)))> then\n if <(x) > ((((item (当たり判定用変数) of [x v]) + (item (当たり判定用変数) of [x2 v])) / (2)) - (([abs v] of ((item (当たり判定用変数) of [x v]) - (item (当たり判定用変数) of [x2 v])) ) / (2)))> then\n set [当たり判定 v] to [1]\n if <(item (当たり判定用変数) of [色 v]) = [4]> then\n broadcast (ゲームオーバー v)\n end\n if <(item (当たり判定用変数) of [色 v]) = [3]> then\n broadcast (次のステージ v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\ndefine プレーヤー\npen up\ngo to x: (0) y: (0)\nset pen color to (#6898ff)\nset pen size to (3)\npoint in direction (0)\npen up\nrepeat (180)\n move ((プレーヤーの大きさ) + (2)) steps\n set y to ((y position) * ((プレーヤーの圧縮) / (100)))\n pen down\n go to x: (0) y: (0)\n turn right (2) degrees\n pen up\nend\npen up\nset pen color to (#00d8ff)\npoint in direction (0)\nrepeat (180)\n move (プレーヤーの大きさ) steps\n set y to ((y position) * ((プレーヤーの圧縮) / (100)))\n pen down\n go to x: (0) y: (0)\n turn right (2) degrees\n pen up\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nmove ((8) * (向き)) steps\nchange y by (4)\nset y to ((y position) * ((プレーヤーの圧縮) / (100)))\nset pen color to (#ffffff)\nset pen size to (14)\npen down\npen up\nset pen color to (#000000)\nset pen size to (8)\npen down\npen up\ngo to x: (0) y: (0)\npoint in direction (90)\nmove ((14) * (向き)) steps\nchange y by (-6)\nset y to ((y position) * ((プレーヤーの圧縮) / (100)))\ninsert (カメラ横) at (1) of [プレーヤーの位置x v] \ninsert (カメラ縦) at (1) of [プレーヤーの位置y v] \ninsert (向き) at (1) of [プレーヤー向き v] \ninsert (プレーヤーの圧縮) at (1) of [プレーヤー圧縮 v] \n\ndefine 当たり判定\n当たり判定 ((プレーヤー横) - (プレーヤーの大きさ)) (プレーヤー縦) 、 (プレーヤー横) ((プレーヤー縦) - (プレーヤーの大きさ))\n当たり判定 ((プレーヤー横) + (プレーヤーの大きさ)) (プレーヤー縦) 、 (プレーヤー横) ((プレーヤー縦) - (プレーヤーの大きさ))\n当たり判定 ((プレーヤー横) - (プレーヤーの大きさ)) (プレーヤー縦) 、 ((プレーヤー横) + (4)) ((プレーヤー縦) + (プレーヤーの大きさ))\n当たり判定 ((プレーヤー横) + (プレーヤーの大きさ)) (プレーヤー縦) 、 ((プレーヤー横) - (4)) ((プレーヤー縦) + (プレーヤーの大きさ))\n\ndefine 雲描画\nchange [雲のx v] by (-2)\nset pen color to (#ababab)\n線を引く (雲のx) (雲のY) 、 ((雲のx) + (120)) (雲のY) 太さ [30]\n線を引く ((雲のx) + (20)) ((雲のY) + (20)) 、 ((雲のx) + (100)) ((雲のY) + (20)) 太さ [30]\nif <(雲のx) < [-400]> then\n set [雲のx v] to [300]\n set [雲のy v] to (pick random (50) to (130))\nend\nchange [雲2x v] by (-2)\n線を引く (雲2x) (雲2y) 、 ((雲2x) + (120)) (雲2y) 太さ [30]\n線を引く ((雲2x) + (20)) ((雲2y) + (20)) 、 ((雲2x) + (100)) ((雲2y) + (20)) 太さ [30]\nif <(雲2x) < [-400]> then\n set [雲2x v] to [300]\n set [雲2y v] to (pick random (50) to (130))\nend\nif <(ステージ) = [2]> then\n set pen color to (#ffffff)\nelse\n if <(ステージ) = [3]> then\n set pen color to (#c2c2c2)\n else\n set pen color to (#ffffff)\n end\nend\n線を引く ((雲のx) - (3)) ((雲のY) + (3)) 、 (((雲のx) + (120)) - (3)) ((雲のY) + (3)) 太さ [30]\n線を引く (((雲のx) + (20)) - (3)) (((雲のY) + (20)) + (3)) 、 (((雲のx) + (100)) - (3)) (((雲のY) + (20)) + (3)) 太さ [30]\n線を引く ((雲2x) - (3)) ((雲2y) + (3)) 、 (((雲2x) + (120)) - (3)) ((雲2y) + (3)) 太さ [30]\n線を引く (((雲2x) + (20)) - (3)) (((雲2y) + (20)) + (3)) 、 (((雲2x) + (100)) - (3)) (((雲2y) + (20)) + (3)) 太さ [30]\n\ndefine 枠\npen up\nset pen color to (#ffffff)\nset pen size to (16)\ngo to x: (-240) y: (-180)\npoint in direction (90)\npen down\nrepeat (2)\n move (480) steps\n turn left (90) degrees\n move (360) steps\n turn left (90) degrees\nend\npen up\n\nwhen I receive [ゲームオーバー v]\nset [操作可能 v] to [0]\nset [マグマ移動 v] to [0]\nset [ゲームオーバーx v] to ((カメラ横) - (50))\nset [ゲームオーバーy v] to ((カメラ縦) - (50))\nrepeat until <<([abs v] of ((カメラ縦) - (100)) ) < [10]> and <([abs v] of ((カメラ横) - (100)) ) < [10]>>\n set [カメラ横 v] to ((ゲームオーバーx) + (100))\n set [カメラ縦 v] to ((ゲームオーバーy) + (100))\n set [マグマ移動 v] to [0]\n set [重力加速 v] to [0]\n set [歩行加速 v] to [0]\n 描画\n 枠\n if <[300] < (round ((ゲームオーバーx) * (0.1)))> then\n set [ゲームオーバーx v] to ((ゲームオーバーx) - ((300) * ((ゲームオーバーx) / ([abs v] of (ゲームオーバーx) ))))\n set [ゲームオーバーy v] to ((ゲームオーバーy) * (0.99))\n else\n set [ゲームオーバーx v] to (round ((ゲームオーバーx) * (0.9)))\n set [ゲームオーバーy v] to (round ((ゲームオーバーy) * (0.9)))\n end\nend\nset [カメラ横 v] to [100]\nset [カメラ縦 v] to [100]\nset [マグマ移動 v] to [0]\nset [操作可能 v] to [1]\n\ndefine 繰り返す\n描画\n移動\nプレーヤー\n悪魔作成\n枠\nマグマ移動\n\nchange [fps計算 v] by (1)\nif <[9] < (fps計算)> then\n set [fps v] to ((1) / (((timer) - (タイマー)) / (10)))\n set [タイマー v] to (timer)\n set [fps計算 v] to [0]\nend\n\nwhen flag clicked\nreset timer\nstop [other scripts in sprite v]\nset [ステージ v] to [1]\nset [カメラ歪みy v] to [30]\nbroadcast (BGM v)\nbroadcast (スタート v)\nset [動くブロック v] to [0]\n\nwhen I receive [bgm v]\nif <(ステージ) = [3]> then\n play sound [bgm_maoudamashii_cyber25 v] until done\nelse\n if <(ステージ) = [2]> then\n play sound [bgm_maoudamashii_orchestra24 v] until done\n else\n play sound [魔王魂 音楽 v] until done\n end\nend\nbroadcast (BGM v)\n\nwhen I receive [次のステージ v]\nif <[1] < (timer)> then\n stop [other scripts in sprite v]\n if <(ステージ) = [3]> then\n stop [other scripts in sprite v]\n set [☁ clear time v] to (timer)\n play sound [Win v] until done\n pen up\n go to x: (0) y: (0)\n say [GOAL !!] for (2) seconds\n forever\n say (join [Clear time] (☁ Clear time)) for (2) seconds\n say [Thank you for playing !!] for (2) seconds\n say [プレイしてくれてありがとう!!] for (2) seconds\n end\n else\n stop [other scripts in sprite v]\n play sound [Win v] until done\n pen up\n go to x: (0) y: (0)\n set pen color to (#000000)\n set pen (transparency v) to (100)\n repeat (40)\n set pen size to (999)\n change pen (transparency v) by (-1)\n pen down\n end\n change [ステージ v] by (1)\n set [プレーヤー縦 v] to [100]\n set [プレーヤー横 v] to [100]\n broadcast (スタート v)\n broadcast (BGM v)\n end\nend\n\nwhen I receive [スタート v]\nset volume to (40) %\nset [雲のx v] to [300]\nset [雲のy v] to (pick random (50) to (140))\nset [雲2x v] to [700]\nset [雲2y v] to (pick random (50) to (140))\nset [視力 v] to [320]\nset pen (transparency v) to (0)\nset [太さ v] to [16]\nset [歩行加速 v] to [0]\nset [向き v] to [1]\nset [進んでいる方向 v] to [1]\nset [カメラ縦 v] to [100]\nset [カメラ横 v] to [100]\nset [重力加速 v] to [0]\nset [歩行加速 v] to [0]\nset [マグマ移動 v] to [0]\nset [プレーヤーの大きさ v] to [16]\nset [操作可能 v] to [1]\nforever\n 繰り返す\nend\n\nwhen I receive [スタート v]\nset [操作可能 v] to [1]\nset [ゲームオーバー v] to [0]\nforever\n repeat until <[0.999] < (動くブロック)>\n 動くブロック [0]\n end\n repeat until <([abs v] of (動くブロック) ) < [0.001]>\n 動くブロック [1]\n end\nend\n\nwhen I receive [ゲームオーバー v]\nif <(ゲームオーバー) = [0]> then\n set [ゲームオーバー v] to [1]\n start sound [Oops2 v]\nend\nwait (1) seconds\nset [ゲームオーバー v] to [0]\n\ndefine 背景描画\nif <(ステージ) = [2]> then\n set pen color to (#ffae87)\n set pen size to (999)\n pen down\nelse\n if <(ステージ) = [3]> then\n set pen color to (#000000)\n set pen size to (999)\n pen down\n else\n set pen color to (#96fff9)\n set pen size to (999)\n pen down\n end\nend\n雲描画\n\ndefine マグマ移動\nchange [マグマ移動 v] by (1)\n\ndefine 動くブロック (数)\nif <(数) = [0]> then\n set [動くブロック用変数 v] to ((動くブロック) - (1))\n set [動くブロック v] to (((動くブロック用変数) * (0.9)) + (1))\nelse\n set [動くブロック v] to ((動くブロック) * (0.9))\nend\n\nset [ステージ v] to [2]\n\ndefine 悪魔 (x) (y) (向き) (圧縮)\nif <<<(ステージ) = [3]> and <[3000] < (カメラ横)>> and <([abs v] of (x) ) < [240]>> then\n broadcast (悪魔登場 v)\n pen up\n go to x: (x) y: (y)\n set pen color to (#9c68ff)\n set pen size to (3)\n point in direction (0)\n pen up\n repeat (180)\n move ((プレーヤーの大きさ) + (2)) steps\n set y to ((((y position) - (y)) * ((圧縮) / (100))) + (y))\n pen down\n go to x: (x) y: (y)\n turn right (2) degrees\n pen up\n end\n pen up\n set pen color to (#6700ce)\n point in direction (0)\n repeat (180)\n move (プレーヤーの大きさ) steps\n set y to ((((y position) - (y)) * ((圧縮) / (100))) + (y))\n pen down\n go to x: (x) y: (y)\n turn right (2) degrees\n pen up\n end\n go to x: (x) y: (y)\n point in direction (90)\n move ((8) * (向き)) steps\n change y by (4)\n set y to ((((y position) - (y)) * ((圧縮) / (100))) + (y))\n set pen color to (#ffffff)\n set pen size to (14)\n pen down\n pen up\n set pen color to (#ff0000)\n set pen size to (8)\n pen down\n pen up\n go to x: (x) y: (y)\n point in direction (90)\n move ((14) * (向き)) steps\n change y by (-6)\n set y to ((((y position) - (y)) * ((圧縮) / (100))) + (y))\n if <([sqrt v] of (((x) * (x)) + ((y) * (y))) ) < [32]> then\n broadcast (ゲームオーバー v)\n end\nend\n\ndefine 悪魔作成\nset [悪魔の速さ v] to [20]\n悪魔 ((item (悪魔の速さ) of [プレーヤーの位置x v]) - (カメラ横)) ((item (悪魔の速さ) of [プレーヤーの位置y v]) - (カメラ縦)) (item (悪魔の速さ) of [プレーヤー向き v]) (item (悪魔の速さ) of [プレーヤー圧縮 v])\ndelete (悪魔の速さ) of [プレーヤーの位置x v]\ndelete (悪魔の速さ) of [プレーヤーの位置y v]\ndelete (悪魔の速さ) of [プレーヤー向き v]\ndelete (悪魔の速さ) of [プレーヤー圧縮 v]\n\nset [ステージ v] to [3]\nset [カメラ横 v] to [5000]\nset [カメラ縦 v] to [700]\n\nwhen I receive [スタート v]\nwait (5) seconds\nwait until <<(ステージ) = [3]> and <[3000] < (カメラ横)>>\nplay sound [Dun Dun Dunnn v] until done\n\nwhen I receive [ゲームオーバー v]\nwait (5) seconds\nwait until <<(ステージ) = [3]> and <[3000] < (カメラ横)>>\nplay sound [Dun Dun Dunnn v] until done\n\nset [ステージ v] to [3]\nset [カメラ横 v] to [2750]\nset [カメラ縦 v] to [200]\n\n@1E036E6B-FA51-42BE-B896-02C54521D40E\n\nwhen flag clicked\nhide\n\nshow\nset size to (103) %\n\n | 100% PEN 3D Scroll Game!! ♡☆\n青色がゴール。\n赤色に触れたらリスタート。\n矢印キーまたはマウスorタップで操作。\n製作者の記録は92.204秒です。\nクリア者↓(先着10名 もう締め切り)\n\n@sugisan\n@Mineshokunn\n@tomarunjyaneezo\n@qurlay\n@knt2011\n@purple-yellow-orange\n@262104HI\n@tetudoutomoya\n@yuhaku\n@k11so100 |
-Hgwrs16- Platformer TNTend/Hgwrs16 | @Stage\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [start v]\nswitch backdrop to (pick random (1) to (3))\nforever\n play sound [Rachel Platten - Fight Song.mp3 v] until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen flag clicked\nswitch backdrop to (0.1 v)\n\n@Player\n\nhide\n\nwhen I start as a clone\nclear graphic effects\nset size to (80) %\nrepeat (10)\n change [ghost v] effect by (8)\n change size by (-8)\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 (80) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start v]\ngo to x: (-194) y: (33)\nhide variable [☁ my time v]\nhide variable [☁ world record v]\nreset timer\nswitch backdrop to (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 (0.8)\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 (saw v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-194) y: (33)\n end\n if <touching (fire 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 start sound [nyu v]\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 start sound [puyon v]\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: (-194) y: (33)\n end\n if <(Stage) = [10]> then\n set [☁ my time v] to (timer)\n broadcast (記録表示 v)\n show variable [☁ world record v]\n show variable [☁ my time v]\n if <(☁ World Record) > (☁ My Time)> then\n set [☁ world record v] to (☁ My Time)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ my time v]\nhide variable [☁ world record v]\nswitch costume to (pick random (1) to (5))\n\nwhen I receive [goal v]\nwait (1) seconds\n\n@文字\n\nwhen I receive [start v]\nforever\n set y to (((([sin v] of ((timer) * (250)) ) + (18)) * (1.5)) * (5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\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 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 start sound [people-performance-cheer1 v]\n switch costume to (10 v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0.01)\nhide\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 I receive [goal v]\nnext costume\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [stage v] to [0]\nforever\n set [stage v] to (costume [number v])\nend\n\n@Bouncer \n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [5]> then\n broadcast (Fire v)\n show\n go to x: (-50) y: (-69)\n else\n hide\n end\nend\n\nif <(backdrop [number v]) = [8]> then\n show\n go to x: (-109) y: (-90)\nelse\n if <(backdrop [number v]) = [9]> then\n go to x: (-88) y: (-82)\n show\n end\nend\n\nwhen I receive [アニメーション v]\nswitch costume to (コスチューム1 v)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\nwait (0.05) seconds\nswitch costume to (コスチューム3 v)\n\ngo to x: (-109) y: (-90)\n\nwhen I receive [goal v]\nhide\nwait (0.1) seconds\n\n@sun\n\nwhen flag clicked\ngo to x: (-31) y: (-35)\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 flag clicked\nforever\n if <<<<(Level) = [10]> or <(Level) = [11]>> or <(Level) = [12]>> or <(Level) = [13]>> then\n hide\n else\n show\n end\nend\n\n@Light (演出)\n\nwhen I receive [start v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nset x to (220)\nset size to (pick random (50) to (60)) %\nset y to (pick random (160) to (-160))\nshow\nrepeat (88)\n change x by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (3)\n repeat (6)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1.5)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (1)\n wait (0.05) seconds\n end\n repeat (6)\n change y by (-2)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (-1.5)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (-1)\n wait (0.05) seconds\n end\nend\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@Saw\n\nwhen flag clicked\nhide\nforever\n turn right (8) degrees\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [7]> then\n go to x: (-3) y: (-122)\n set size to (70) %\n show\n else\n hide\n end\nend\n\ngo to x: (5) y: (-95)\n\ngo to x: (11) y: (-132)\n\nshow\n\ngo to x: (-11) y: (-146)\n\n@スプライト1\n\nwhen I receive [start v]\ngo to x: (-183) y: (125)\nshow\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト3\n\ndefine 動き回るぅぅ!\ngo to [front v] layer\nsay []\nset size to (80) %\nshow\nsay [星とハート押してぇ!!!!]\nrepeat (12)\n glide (0.08) secs to (random position v)\n start sound [highspeed-movement1 v]\nend\ngo to x: (120) y: (-10)\nsay [星とハート...ね?\(拒否権なんて最初からなかった\)]\n\nwhen [timer v] > (0.01)\n動き回るぅぅ!\n\nwhen flag clicked\nsay []\nhide\nforever\n reset timer\nend\n\n@スプライト2\n\ndefine 動き回るぅぅ!\nsay []\ngo to [front v] layer\nset size to (80) %\nshow\nsay [星とハート押してぇ!!!!]\nrepeat (12)\n glide (0.08) secs to (random position v)\n start sound [highspeed-movement1 v]\nend\ngo to x: (-120) y: (-10)\nsay [星とハート...ね?\(拒否権なんて最初からなかった\)]\n\nwhen [timer v] > (0.01)\n動き回るぅぅ!\n\nwhen flag clicked\nsay []\nhide\nforever\n reset timer\nend\n\n@スプライト4\n\nwhen [timer v] > (0.01)\nshow\n\nwhen flag clicked\nsay []\nhide\nforever\n reset timer\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\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@Logo If you want it.\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]\nbroadcast (Start v)\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n | ↑これはコンテストみたいなものです!\n\nこれは見ての通り@hgwrs16さんとのコラボです!\n長かった夢がついにかないました!!\n\n@hgwrs16さんの作品↓\nhttps://scratch.mit.edu/projects/408867042\n\n#TNTend #Hgwrs16 #Platformer |
Elements 3:Darkness || A Platformer | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (night v)\nforever\n if <(Level) = [11]> then\n switch backdrop to (lighter v)\n end\n if <(Level) = [12]> then\n switch backdrop to (even lighter v)\n end\n if <(Level) = [13]> then\n switch backdrop to (light v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nReset Level\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (.9)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [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 (-0.8)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Die\n end\n if <touching (trampolines v)?> then\n set [y v] to [17]\n end\nend\n\ndefine Reset Level\nclear graphic effects\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\ndefine Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nReset Level\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [start v]\nforever\n if <(x position) > [236]> then\n Reset Level\n change [level v] by (1)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n show\n switch costume to (Level)\nend\n\n@Trampolines\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Logo\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (30)\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nreset timer\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (7)\nend\nwait (2) seconds\nbroadcast (Start v)\n\n@Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Name\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-240) y: (-100)\nset size to (200) %\npoint in direction (90)\nrepeat (40)\n move ((timer) * (9)) steps\nend\n\n@TN\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | You are on a journey through the dark world and are trying to escape.\n\nControls:\nUse the arrow keys to move. |
MetroCity | a Platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [SunFlower \(Trap Remix\) FT3 v] until done\nend\n\n@Player\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nif <([costume # v] of [ground v]) = [3]> then\n go to x: (-213) y: (125)\nelse\n if <([costume # v] of [ground v]) = [4]> then\n go to x: (-185) y: (151)\n else\n if <([costume # v] of [ground v]) = [9]> then\n go to x: (-210) y: (-92)\n else\n go to x: (-220) y: (-66)\n end\n end\nend\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\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\ndefine Move\n\ngo to [front v] layer\n\ngo to x: (300) y: (167)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n Move\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n 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\nwhen flag clicked\nswitch costume to (player2 v)\nset [ghost v] effect to (0)\nshow\nforever\n create clone of (_myself_ v)\n go to (player v)\nend\n\nwhen I start as a clone\nswitch costume to (player3 v)\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\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\nswitch costume to (costume1 v)\nswitch backdrop to (metrocity v)\nforever\n if <(costume [number v]) = [1]> then\n switch backdrop to (metrocity v)\n end\n if <(costume [number v]) = [5]> then\n switch backdrop to (1st station v)\n end\n if <(costume [number v]) = [6]> then\n switch backdrop to (track v)\n end\n if <(costume [number v]) = [7]> then\n switch backdrop to (2nd station v)\n end\n if <(costume [number v]) = [8]> then\n switch backdrop to (metrocity v)\n end\nend\n\nwhen [s v] key pressed\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\nwhen flag clicked\nshow\n\n@Art & Texts\n\nwhen flag clicked\nset [ghost v] effect to (20)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n switch costume to ([costume name v] of [ground v])\n go to [front v] layer\nend\n\n@Mad Person\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\nif <([costume # v] of [ground v]) = [8]> then\nend\nif <([costume # v] of [ground v]) = [9]> then\n Clone [200] [-57]\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@Spikes\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [ground v])\nend\n\n@Train Guy\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\n Clone [194] [-110]\nend\nif <([costume # v] of [ground v]) = [7]> then\nend\nif <([costume # v] of [ground v]) = [8]> then\nif <([costume # v] of [ground v]) = [9]> then\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\n@Virus\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\nif <([costume # v] of [ground v]) = [8]> then\nif <([costume # v] of [ground v]) = [9]> then\nif <([costume # v] of [ground v]) = [10]> then\nif <([costume # v] of [ground v]) = [11]> then\n Clone [200] [-57]\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@Viruses\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\nif <([costume # v] of [ground v]) = [8]> then\nif <([costume # v] of [ground v]) = [9]> then\nif <([costume # v] of [ground v]) = [10]> then\nif <([costume # v] of [ground v]) = [11]> then\n wait (0.1) seconds\n Clone [100] [-57]\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@Viruses2\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\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\nif <([costume # v] of [ground v]) = [8]> then\nif <([costume # v] of [ground v]) = [9]> then\nif <([costume # v] of [ground v]) = [10]> then\nif <([costume # v] of [ground v]) = [11]> then\n wait (0.1) seconds\n Clone [150] [-57]\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@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Who\n\nwhen flag clicked\nRead In Visited Lists\nAdd Me To Visited List (username)\nDisplay and Store Visited List\n\ndefine Read In Visited Lists\ndelete (all) of [who list v]\ndelete (all) of [when list v]\ndelete (all) of [count list v]\nInit Reader (☁ Who Visited)\nrepeat until <(parseIdx) > (length of (parseStr))>\n Read String\n add (?Val) to [who list v]\n Read Number\n add (?Val) to [when list v]\n Read Number\n add (?Val) to [count list v]\nend\n\ndefine Init Reader []\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\nwhen flag clicked\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 <(?Val) > [8388608]> then\n set [?val v] to ((?Val) - (16777215))\nend\nchange [parseidx v] by (1)\n\ndefine None\nif <(val) < [0]> then\n set [?val v] to (round ((val) + (16777215)))\nelse\n set [?val v] to (round (val))\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Write String []\nWrite Number (length of (txt))\nset [?val v] to []\nset [ti v] to [1]\nrepeat (length of (txt))\n set [tc v] to (letter (ti) of (txt))\n set [ti2 v] to [1]\n repeat until <<(tc) = (letter (ti2) of (_Chars))> or <(ti2) > (length of (_Chars))>>\n change [ti2 v] by (1)\n end\n if <(ti2) < [10]> then\n set [?val v] to (join (?Val) [0])\n end\n set [?val v] to (join (?Val) (ti2))\n change [ti v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Read String\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [ti2 v] to (((letter (parseIdx) of (parseStr)) * (10)) + (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (letter (ti2) of (_Chars)))\n change [parseidx v] by (2)\nend\n\ndefine Add Me To Visited List []\nset [whoidx v] to [1]\nset [found? v] to [0]\nrepeat (length of [who list v])\n set [who v] to (item (whoIdx) of [who list v])\n if <(who) = (who)> then\n set [when v] to (item (whoIdx) of [when list v])\n if <(when) = ([floor v] of (days since 2000) )> then\n set [found? v] to [1]\n set [count v] to ((item (whoIdx) of [count list v]) + (1))\n replace item (whoIdx) of [count list v] with (count)\n end\n end\n change [whoidx v] by (1)\nend\nif <(found?) = [0]> then\n insert (who) at (1) of [who list v] \n insert ([floor v] of (days since 2000) ) at (1) of [when list v] \n insert [1] at (1) of [count list v] \nend\n\ndefine Display and Store Visited List\ndelete (all) of [visited list v]\nset [whoidx v] to [1]\nInit Reader []\nset [last when v] to [0]\nrepeat (length of [who list v])\n set [who v] to (item (whoIdx) of [who list v])\n set [when v] to (item (whoIdx) of [when list v])\n set [count v] to (item (whoIdx) of [count list v])\n Write String (who)\n Write Number (when)\n Write Number (count)\n if <not <(last when) = (when)>> then\n set [last when v] to (when)\n set [when v] to (([floor v] of (days since 2000) ) - (when))\n if <(when) = [0]> then\n set [when v] to [Today]\n else\n if <(when) = [1]> then\n set [when v] to [Yesterday]\n else\n set [when v] to (join (when) [ days ago])\n end\n end\n add [] to [visited list v]\n add (join [>>>>> ] (join (when) [ <<<<<])) to [visited list v]\n add [] to [visited list v]\n end\n add (join (who) (join [ x] (count))) to [visited list v]\n change [whoidx v] by (1)\nend\ndelete (1) of [visited list v]\nset [☁ who visited v] to (parseStr)\n\nset [☁ who visited v] to []\n\n | Metro City\n=============================================\nIn this platformer you enter HQ to cure a friend from covid!\nCan you drop a heart? It makes the difference.\nNew Game! https://scratch.mit.edu/projects/513489345/\n--13/4/21 this is too easy lol.\n\n |
Minecraft Platformer (first platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (regular v)\n\n@Player\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-163) y: (-122)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n change x by (X velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X velocity) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\nend\n\nchange y by (-5)\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<touching (_edge_ v)?> and <(level) = [1]>> then\n go to x: (-163) y: (-122)\n set [level v] to [2]\n broadcast (2 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [2]>> then\n go to x: (-163) y: (-122)\n set [level v] to [3]\n broadcast (3 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [3]>> then\n go to x: (-163) y: (-122)\n set [level v] to [4]\n broadcast (4 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [4]>> then\n go to x: (-163) y: (-122)\n set [level v] to [5]\n broadcast (5 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [5]>> then\n go to x: (-163) y: (-122)\n set [level v] to [6]\n broadcast (6 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [6]>> then\n go to x: (-163) y: (-122)\n set [level v] to [7]\n broadcast (7 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [7]>> then\n go to x: (-163) y: (-122)\n set [level v] to [8]\n broadcast (8 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [8]>> then\n go to x: (-163) y: (-122)\n set [level v] to [9]\n broadcast (9 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [9]>> then\n go to x: (-163) y: (-122)\n set [level v] to [10]\n broadcast (10 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [10]>> then\n go to x: (-163) y: (-122)\n set [level v] to [11]\n broadcast (11 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [11]>> then\n go to x: (-163) y: (-122)\n set [level v] to [12]\n broadcast (12 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [12]>> then\n go to x: (-163) y: (-122)\n set [level v] to [13]\n broadcast (13 v)\n end\n if <<touching (_edge_ v)?> and <(level) = [13]>> then\n go to x: (-163) y: (-122)\n set [level v] to [14]\n broadcast (14 v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (60) %\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (danger! v)?> then\n go to x: (-163) y: (-122)\n end\nend\n\nwhen flag clicked\nswitch costume to (steve v)\nforever\n if <key (r v) pressed?> then\n change [color v] effect by (25)\n end\nend\n\nforever\n create clone of (_myself_ v)\nend\n\nwhen [b v] key pressed\nnext costume\n\n@Level\n\nwhen flag clicked\nswitch backdrop to (regular v)\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [key! v]\nswitch costume to (yay v)\nswitch backdrop to (regular v)\n\nwhen I receive [2 v]\nswitch costume to (2 v)\n\nwhen I receive [3 v]\nswitch costume to (3 v)\nswitch backdrop to (regular2 v)\n\nwhen I receive [4 v]\nswitch backdrop to (regular2 v)\nswitch costume to (4 v)\n\nwhen I receive [5 v]\nswitch costume to (5 v)\nswitch backdrop to (regular v)\n\nwhen I receive [key2 v]\nswitch costume to (yeet v)\n\nwhen I receive [6 v]\nswitch costume to (6 v)\n\nwhen I receive [7 v]\nswitch costume to (7 v)\n\nwhen I receive [8 v]\nswitch costume to (8 v)\n\nwhen I receive [9 v]\nswitch costume to (9 v)\n\nwhen I receive [u got k-e v]\nswitch costume to (yeet! v)\n\nwhen I receive [10 v]\nswitch costume to (10 v)\n\nwhen I receive [11 v]\nswitch costume to (11 v)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [12 v]\nswitch costume to (12 v)\n\nwhen I receive [13 v]\nswitch costume to (13 v)\n\nwhen I receive [14 v]\nswitch costume to (14 v)\n\n@Key\n\nwhen flag clicked\ngo to x: (-164) y: (96)\nshow\nforever\n repeat (10)\n change y by (1)\n end\n wait (0.02) seconds\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n if <touching (player v)?> then\n hide\n broadcast (Key! v)\n end\n end\n if <(level) = [5]> then\n if <touching (player v)?> then\n hide\n broadcast (key2 v)\n end\n end\n if <(level) = [9]> then\n if <touching (player v)?> then\n hide\n broadcast (u got k-E v)\n end\n end\nend\n\nwhen I receive [5 v]\nshow\ngo to x: (168) y: (-117)\n\nwhen I receive [9 v]\nshow\ngo to x: (157) y: (18)\n\n@DaNgEr!\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [6 v]\nshow\ngo to x: (142) y: (-139)\n\nwhen I receive [7 v]\nshow\ngo to x: (-102) y: (28)\n\nwhen I receive [8 v]\nshow\npoint in direction (-90)\ngo to x: (178) y: (30)\n\nwhen I receive [9 v]\nshow\npoint in direction (90)\ngo to x: (153) y: (-138)\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [12 v]\nshow\npoint in direction (90)\ngo to x: (-60) y: (-18)\n\nwhen I receive [11 v]\nshow\npoint in direction (0)\ngo to x: (173) y: (62)\n\nwhen I receive [13 v]\nhide\n\n@Speaker\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (on v)\ngo to x: (-195) y: (143)\nforever\n if <key (space v) pressed?> then\n switch costume to (on v)\n repeat until <key (m v) pressed?>\n play sound [Tobu & Itro - Sunburst v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n stop all sounds\n switch costume to (off v)\n end\nend\n\nwhen flag clicked\nrepeat until <key (m v) pressed?>\n play sound [Tobu & Itro - Sunburst v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | This is my minecraft platformer and also my first real platformer so uhm yea enjoy yay hooray if u play then cool if u dont then still cool i guess |
Minecraft Mario Platformer 2 ✪✪✪✪✪✪ Epic mobile friendly ready games with animations and music! | @Stage\n\nwhen I receive [gamemusic v]\nforever\n set [track v] to [1]\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n set [track v] to [2]\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset [track v] to [1]\n\nwhen I receive [levelup v]\nBackdrops\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nBackdrops\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\nchange [track v] by (1)\nstop all sounds\nforever\n if <(track) = [1]> then\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n end\n if <(track) = [2]> then\n play sound [minecraft_holder_trap_remix v] until done\n end\n if <(track) = [3]> then\n if <(track) = [4]> then\n set [track v] to [1]\n end\nend\n\nswitch backdrop to (1 v)\n\nbroadcast (gameover v)\n\n\n\ndefine Backdrops\nswitch backdrop to (Level)\nclear graphic effects\nif <(Level) = [4]> then\n set [brightness v] effect to (-10)\nend\n\nset [color v] effect to (4)\n\n@Start End screens\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\nwait (1) seconds\nrepeat (40)\n change [brightness v] effect by (-2.5)\nend\nswitch costume to (title faceplate v)\nrepeat (40)\n change [brightness v] effect by (2.5)\nend\nbroadcast (ShowEpisode v) and wait\nbroadcast (Into Blag v) and wait\n\nbroadcast (Start v)\n\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [front v] layer\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\nbroadcast (Start v)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nbroadcast (gameover v)\n\nbroadcast (Into Blag v)\n\nwait (8) seconds\nbroadcast (ShowEpisode v)\n\nforever\n set [timer v] to (timer)\nend\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (Level)\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (100)\ngo to [front v] layer\nset y to (-150)\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nchange x by (80)\n\nbroadcast (gameover v)\n\n@Score2\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (100)\ngo to [front v] layer\nset y to (-170)\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n if <(Score) > [0]> then\n if <(Score) > (☁ MinecraftMarioBestEverScore)> then\n set [☁ minecraftmariobesteverscore v] to (Score)\n end\n end\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ MinecraftMarioBestEverScore)) - (Numeral)) of (☁ MinecraftMarioBestEverScore))\n wait (1) seconds\nend\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\nclear graphic effects\n\nchange [color v] effect by (25)\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(LevelInPlay?) = [Yes]> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n wait (0.4) seconds\n end\n else\n if <not <(Level) = [5]>> then\n change [level v] by (1)\n broadcast (LevelUp v)\n wait (0.4) seconds\n end\n end\n end\n end\nend\n\n\n start sound [Mine v]\n broadcast (RestartLevel v)\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n\n\n\n\ngo to x: (0) y: (0)\n\nwhen I receive [restartlevel v]\nif <(Level) = [5]> then\n set [color v] effect to (125)\nelse\n clear graphic effects\nend\n\nwhen I receive [levelup v]\nif <(Level) = [5]> then\n set [color v] effect to (125)\nelse\n clear graphic effects\nend\n\n@HERO\n\nwhen I receive [costumechange v]\nnext costume\nwait (0.05) seconds\nif <<not <(costume [number v]) = [4]>> and <not <(costume [number v]) = [10]>>> then\n repeat until <<(costume [number v]) = [4]> or <(costume [number v]) = [10]>>\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [levelup v]\nswitch costume to (mariorun24 v)\ngo to [front v] layer\nset size to (25) %\nrepeat (10)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nControl\n\ngo to [front v] layer\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [shringmario! v]\nset size to (15) %\n\nwhen I receive [restartlevel v]\nControl\n\nwhen I receive [growmario v]\ngo to [front v] layer\nset size to (25) %\nshow\n\ngo to [front v] layer\n\nwhen I receive [hugemario v]\ngo to [front v] layer\nset size to (45) %\n\nwhen I receive [intheboat v]\nstop [other scripts in sprite v]\nforever\n if <(HoldingBoat?) = [Yes]> then\n hide\n go to [front v] layer\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\n else\n show\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\n end\nend\n\npoint in direction (90)\nnext costume\n\nset size to (25) %\ngo to [front v] layer\nset size to (25) %\n\ndefine Control\nstop [other scripts in sprite v]\nswitch costume to (mariorun24 v)\npoint in direction (90)\nset size to (25) %\ngo to [front v] layer\nbroadcast (Footsteps v)\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nControl\n\nwhen flag clicked\nswitch costume to (mariorun24 v)\n\nwhen I receive [..mario to front v]\ngo to [front v] layer\n\nwhen I receive [activatemario v]\ngo to [front v] layer\nshow\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-90)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n broadcast (Upladder? v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n broadcast (Upladder? v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n broadcast (Upladder? v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n if <(distance to [mouse-pointer v]) > [55]> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n else\n switch costume to (south v)\n broadcast (Downladder v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nsay [Hello!] for (2) seconds\n\nwait (0.3) seconds\n\nset [yvelocity v] to [5]\n\n\n\nbroadcast (Upladder? v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nCostumeSort\nforever\n if <(Level) = [5]> then\n go to x: (141) y: (92)\n set size to (60) %\n else\n go to x: (116) y: (63)\n set size to (80) %\n end\nend\n\nif <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n if <(costume [number v]) = [5]> then\n if <([x position v] of [controlcharacter v]) < [0]> then\n broadcast (_L1Bridge v)\n next costume\n else\n switch costume to (5 v)\n end\n end\n stop [this script v]\nend\nif <(Level) = [2]> then\n if <(costume [number v]) < [10]> then\n if <<([y position v] of [controlcharacter v]) > [45]> and <<([y position v] of [controlcharacter v]) < [55]> and <([x position v] of [controlcharacter v]) > [120]>>> then\n if <(#HoldingPickaxe?) = [Yes]> then\n broadcast (#Level2Dig v)\n next costume\n stop [this script v]\n end\n end\n end\n if <(costume [number v]) = [10]> then\n next costume\n broadcast (ScoreBlag v)\n stop [this script v]\n end\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(costume [number v]) < [16]> then\n if <<([y position v] of [controlcharacter v]) > [30]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [130]>>> then\n broadcast (Level3Dig v)\n next costume\n stop [this script v]\n end\n end\nend\nif <(Level) = [4]> then\n if <(costume [number v]) < [21]> then\n if <<([y position v] of [controlcharacter v]) > [50]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [150]>>> then\n broadcast (Level4Dig v)\n next costume\n stop [this script v]\n end\n end\n if <(costume [number v]) = [21 ]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n if <(costume [number v]) < [26]> then\n if <<<(#HoldingPickaxe?) = [Yes]> and <<([x position v] of [controlcharacter v]) < [-170]> and <([y position v] of [controlcharacter v]) > [5]>>> and <([y position v] of [controlcharacter v]) < [15]>> then\n broadcast (Level5Dig v)\n next costume\n stop [this script v]\n end\n end\n if <(costume [number v]) = [26]> then\n broadcast (ArmWithSword v)\n next costume\n stop [this script v]\n end\n stop [this script v]\nend\n\nset [#holdingsword? v] to [Yes]\n\nif <(costume [number v]) = [10]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nCostumeSort\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nCostumeSort\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\nswitch costume to (5 v)\n\n\n\nnext costume\n\nbroadcast (L2Ladderprompt v)\nbroadcast (-L2Ladder v)\nstop [this script v]\n\ndefine CostumeSort\nif <(Level) = [1]> then\n switch costume to (level1 v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (l1endl2start v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level2end3start v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level3end4start2 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nif <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\nend\nstop [this script v]\n\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\ngo [forward v] (1) layers\n\nbroadcast (gameover v)\n\nbroadcast (ArmWithSword v)\nnext costume\nstop [this script v]\n\n@Trees\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\nset [color v] effect to (10)\ngo to x: (500) y: (500)\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-200) y: (-100)\n create clone of (_myself_ v)\n clear graphic effects\nend\ngo to x: (500) y: (500)\n\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Goomba\n\n\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nPoomba\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nPoomba\n\nwhen flag clicked\nhide\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nPoomba\n\ndefine Poomba\nhide\nswitch costume to (creeper v)\nif <(Level) = [2]> then\n show\n go to x: (-30) y: (-84)\n go to [front v] layer\n forever\n point in direction (-90)\n repeat (20)\n next costume\n Sensing\n change x by (3)\n wait (0.1) seconds\n Sensing\n end\n Sensing\n point in direction (90)\n repeat (20)\n Sensing\n wait (0.1) seconds\n Sensing\n change x by (-3)\n next costume\n end\n end\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (90)\n show\n go to [front v] layer\n forever\n point in direction (-90)\n repeat (40)\n next costume\n change x by (1)\n Sensing\n end\n point in direction (90)\n repeat (40)\n Sensing\n change x by (-1)\n next costume\n end\n end\nend\n\ngo to x: (-120) y: (38)\n\ndefine Sensing\nif <touching (holding v)?> then\n if <([costume name v] of [holding v]) = [Water]> then\n start sound [Splash v]\n stop [other scripts in sprite v]\n hide\n else\n if <(LevelWas) = (Level)> then\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\nif <touching (controlcharacter v)?> then\n if <(LevelInPlay?) = [Yes]> then\n broadcast (RestartLevel v)\n start sound [mine v]\n else\n change [level v] by (1)\n broadcast (LevelUp v)\n end\nend\n\nwait (0.1) seconds\n\nSensing\nwait (0.1) seconds\n\nSensing\n\nSensing\n\nif <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n hide\nelse\n if <(LevelWas) = (Level)> then\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\nShowsign\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nShowsign\n\ngo to x: (0) y: (0)\n\ndefine Showsign\ngo to x: (178) y: (138)\nset size to (80) %\nshow\ngo to [front v] layer\nswitch costume to (Level)\nrepeat (3)\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\nwait (1) seconds\nhide\n\ngo to x: (-180) y: (73)\n\ngo to x: (139) y: (-80)\nset size to (80) %\nswitch costume to (1 v)\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nif <(Level) < [5]> then\n show\n go to [front v] layer\n repeat (10)\n go to (controlcharacter v)\n change y by (25)\n change [yvelocity v] by (0.2)\n end\n repeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change y by (25)\n change [yvelocity v] by (0.2)\n end\n hide\nend\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\n\nwait (0.1) seconds\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Powerups Collection\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [clonelock v] to [Off]\n\nwhen I receive [streamofcash v]\nif <(Clonelock) = [Off]> then\n set [distancetoscore v] to (distance to [score v])\n switch costume to (b50a020a782c9b7f574c3e5ff9be92163 v)\n repeat (5)\n set [xvelocityxp v] to (pick random (-3) to (3))\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset [clonelock v] to [On]\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nclear graphic effects\nshow\npoint in direction (pick random (-30) to (30))\nset size to (20) %\nset [yvelocityxp v] to [5]\nrepeat (20)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\nend\nif <(Level) = [5]> then\n repeat (30)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <<touching (hero v)?> or <touching (boat v)?>> then\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\n end\nelse\n repeat (38)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <<touching (hero v)?> or <touching (boat v)?>> then\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\n end\nend\nforever\n next costume\n if <<touching (hero v)?> or <touching (boat v)?>> then\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\n\ndelete this clone\n\n\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nBoatposition\n\nwhen I receive [restartlevel v]\nBoatposition\n\nwhen I receive [levelup v]\nBoatposition\n\ndefine Boatposition\nset [boat positioned? v] to [No]\nset [holdingboat? v] to [No]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nhide\nswitch costume to (empty v)\nshow\nset size to (50) %\ngo to x: (0) y: (-150)\nset [boat positioned? v] to [Yes]\nstop [other scripts in sprite v]\nforever\n wait until <touching (hero v)?>\n set [holdingboat? v] to [Yes]\n broadcast (InTheBoat v)\n switch costume to (full v)\nend\n\nwhen I receive [intheboat v]\ngo to [front v] layer\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <([size v] of [hero v]) < [20]> then\n switch costume to (tiny v)\n else\n switch costume to (full v)\n end\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n set y to (-158)\n show\n if <(x position) < [-114]> then\n set [holdingboat? v] to [No]\n broadcast (exitingboatleft v)\n set x to (-100)\n end\n else\n switch costume to (empty v)\n set y to (-150)\n end\nend\n\nwait until <(HoldingBoat?) = [Yes]>\n\nwhen I receive [portalpositioning v]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nhide\nswitch costume to (empty v)\nshow\nset size to (50) %\nset y to (-150)\nstop [other scripts in sprite v]\nwait until <touching (hero v)?>\nset [holdingboat? v] to [Yes]\nbroadcast (InTheBoat v) and wait\n\nswitch costume to (full v)\n\ngo to (controlcharacter v)\npoint in direction ([direction v] of [hero v])\nset y to (-158)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@Ladder\n\nwhen I receive [#l1ladder v]\nshow\ngo to x: (-135) y: (-2)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nif <touching (controlcharacter v)?> then\n set [yvelocity v] to [2]\nend\n\nforever\n\ngo to x: (0) y: (0)\n\n@Holding\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (pickaxe v)\ngo to x: (30) y: (12)\nhide\n\ngo to x: (0) y: (0)\nswitch costume to (blank v)\n\nwhen I receive [levelup v]\nPostionItems\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nPostionItems\n\nwhen I receive [hidemario v]\nif <(distance to [hero v]) < [50]> then\n hide\nend\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [start v]\nPostionItems\n\ndefine PostionItems\nsay []\nhide\nswitch costume to (blank v)\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n switch costume to (pickaxe v)\n go to x: (65) y: (100)\n show\n wait until <<touching (controlcharacter v)?> and <([size v] of [controlcharacter v]) = [75]>>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n point in direction (-90)\n go to x: (-210) y: (-59)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (water v)\n go to x: (161) y: (76)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [5]> then\n switch costume to (pickaxe v)\n point in direction (90)\n go to x: (-206) y: (-140)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (15)\n point in direction ([direction v] of [hero v])\n end\nend\n\ngo to x: (-215) y: (33)\n\nwait (0.2) seconds\n\nwhen I receive [hugemario v]\nif <<(Level) = [4]> and <touching (controlcharacter v)?>> then\n hide\nend\n\nPostionItems\n\nwhen I receive [shringmario! v]\nif <<not <(Level) = [2]>> and <<not <(Level) = [3]>> and <not <(Level) = [5]>>>> then\n stop [other scripts in sprite v]\n change y by (-20)\nend\n\nwhen I receive [madetap v]\nif <(Level) = [5]> then\n stop [other scripts in sprite v]\n go to (hero v)\n point in direction (90)\n switch costume to (tap v)\n glide (1) secs to x: (-53) y: (40)\n show\nend\n\ngo to x: (30) y: (12)\n\ngo to x: (-217) y: (-59)\n\nshow\nwait until <touching (controlcharacter v)?>\nset [#holdingpickaxe? v] to [Yes]\nforever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\nend\n\nswitch costume to (water v)\ngo to x: (161) y: (76)\nshow\n\n\n\nset [#holdingpickaxe? v] to [Yes]\nforever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\nend\n\nif <(Level) = [5]> then\n switch costume to (pickaxe v)\n go to x: (-215) y: (33)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [clash-royale-soundtrack-win v]\nwait (1.5) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (0)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.1) secs to x: (0) y: (-25)\nglide (0.1) secs to x: (0) y: (-50)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\n\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nchange [brightness v] effect by (200)\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nwait (0.1) seconds\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <<touching (controlcharacter v)?> or <touching (boat v)?>>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [8]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [17]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [21]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n go to x: (-140) y: (80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (80)\n end\nend\nif <(Level) = [2]> then\n go to x: (-145) y: (-80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [3]> then\n go to x: (0) y: (0)\n go to x: (-113) y: (-83)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (55)\n end\nend\nif <(Level) = [4]> then\n go to x: (0) y: (-83)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (50)\n end\nend\nif <(Level) = [5]> then\n go to x: (-100) y: (-150)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (60)\n end\nend\n\ngo to x: (80) y: (80)\nrepeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\ngo to x: (0) y: (0)\n\nHowManyBonusChests?\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nbroadcast (-L2Ladder v)\n\nif <[1] = [1]> then\nend\n\nstop [all v]\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nwhen I receive [levelup v]\nset [#xp seconds left v] to [-11]\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\n repeat (20)\n change [ghost v] effect by (3)\n end\n hide\nelse\n broadcast (LevelUp v)\nend\n\nwait (1) seconds\n\nset [level v] to [1]\n\nwait (3) seconds\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nhide\n\n@LoveB\n\nwhen I start as a clone\nshow\nglide (2) secs to x: (218) y: (188)\ndelete this clone\n\ngo to [front v] layer\ngo to x: ((Scroll) + (480)) y: (-14)\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\ngo to x: (218) y: (-188)\nforever\n wait (0.3) seconds\n next costume\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\nbroadcast (gameover v)\n\nbroadcast (gameover v)\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\nreset timer\nif <not <(Level) = [1]>> then\n stop [this script v]\nend\nwait (25) seconds\nshow\n\nset [☁ #bestscore v] to [0]\n\nhide\n\ngo to x: (-240) y: (165)\n\nwhen I receive [#releasethefruit v]\nhide\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\nreset timer\nif <not <(Level) = [1]>> then\n stop [this script v]\nend\nwait (25) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (flag v)\n next costume\n wait (0.1) seconds\nend\n\n@mushroom mini\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n show\n go to x: (15) y: (-16)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\nif <(Level) = [3]> then\n show\n go to x: (47) y: (20)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\nif <(Level) = [4]> then\n show\n go to x: (50) y: (-134)\n wait until <touching (controlcharacter v)?>\n broadcast (GrowMario v)\n hide\nend\nif <(Level) = [5]> then\n show\n go to x: (-53) y: (-10)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\n\ngo to x: (-111) y: (45)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shringmario! v]\n\nwhen flag clicked\nhide\n\ngo to x: (97) y: (-134)\n\nif <(Level) = [4]> then\n show\n go to x: (50) y: (-134)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\n\ngo to x: (50) y: (-134)\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n broadcast (..Mario to front v)\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\nchange y by (1)\n\nwhen I receive [start v]\ngo to x: (-155) y: (-120)\nbroadcast (Walk v)\nbroadcast (PositionControlCharacter v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n change y by (-1)\n if <<(_L1BridgeShowing?) = [Yes]> and <(y position) < [-147]>> then\n change y by (1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n broadcast (CostumeChange v)\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n broadcast (CostumeChange v)\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (-1)\n\nchange y by (1)\n\nwhen [w v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\nif <(Level) = [1]> then\n go to x: (-155) y: (-120)\n forever\n if <<(x position) < [-176]> and <(y position) > [0]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (-207) y: (y position)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (170) y: (-140)\n set [xvelocity v] to [-4]\n end\n if <<(x position) > [176]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (210) y: (-140)\n Pipe\n go to x: (-205) y: (40)\n glide (0.1) secs to x: (-170) y: (40)\n set [xvelocity v] to [4]\n end\n end\nend\nif <(Level) = [2]> then\n go to x: (-100) y: (-120)\n forever\n if <<(x position) < [-180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (-205) y: (40)\n glide (0.1) secs to x: (-175) y: (40)\n set [xvelocity v] to [2]\n end\n if <<(x position) < [-180]> and <(y position) > [10]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (40)\n Pipe\n go to x: (-205) y: (-140)\n glide (0.1) secs to x: (-180) y: (-140)\n set [xvelocity v] to [2]\n end\n if <<(x position) > [190]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (207) y: (60)\n glide (0.1) secs to x: (175) y: (60)\n set [xvelocity v] to [-2]\n end\n if <<(x position) > [190]> and <(y position) > [40]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (60)\n Pipe\n go to x: (207) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-2]\n end\n if <<(x position) > [190]> and <<(y position) > [-70]> and <(y position) < [-60]>>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-65)\n Pipe\n go to x: (-179) y: (-61)\n glide (0.1) secs to x: (-179) y: (-80)\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-150) y: (-150)\n forever\n if <<(x position) > [190]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (210) y: (-140)\n Pipe\n go to x: (-210) y: (105)\n glide (0.1) secs to x: (-190) y: (105)\n set [xvelocity v] to [3]\n end\n end\nend\nif <(Level) = [4]> then\n go to x: (-160) y: (160)\nend\nif <(Level) = [5]> then\n go to x: (-160) y: (-145)\n forever\n if <(HoldingBoat?) = [Yes]> then\n set [yvelocity v] to [0]\n if <(x position) > [190]> then\n glide (0.2) secs to x: (210) y: (-140)\n set [holdingboat? v] to [No]\n broadcast (ActivateMario v)\n set [holdingboat? v] to [No]\n go to x: (210) y: (-87)\n glide (0.1) secs to x: (185) y: (-87)\n set [yvelocity v] to [-3]\n end\n else\n if <<(x position) > [190]> and <(y position) < [-80]>> then\n glide (0.2) secs to x: (210) y: (-87)\n broadcast (ActivateMario v)\n go to x: (210) y: (-165)\n glide (0.1) secs to x: (190) y: (-165)\n set [yvelocity v] to [-3]\n end\n end\n end\nend\n\nforever\nend\n\nif <<(y position) > [20]> and <(y position) < [24]>> then\n Pipe\n go to x: (190) y: (-76)\n if <(Boat Positioned?) = [No]> then\n glide (0.1) secs to x: (190) y: (-110)\n set [yvelocity v] to [-3]\n else\n glide (0.2) secs to x: (190) y: (-127)\n set [holdingboat? v] to [Yes]\n Stopmesinking\n end\nend\n\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\nshow\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-170) y: (175)\nhide\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\nshow\n\nbroadcast (Start v)\n\ngo to x: (-200) y: (-100)\n\nclear graphic effects\n\ndefine Pipe\nhide\nbroadcast (HideMario v)\nstart sound [Teleport2 v]\nwait (0.7) seconds\nbroadcast (ShowMario v)\nshow\n\n\n\n\n\nset [#holdingpickaxe? v] to [0]\n\nchange y by (4)\n\nstop [this script v]\n\nwhen I receive [upladder? v]\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\n\nwhen I receive [downladder v]\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (-124)\n set [yvelocity v] to [0]\n end\nend\n\nwhen [down arrow v] key pressed\nbroadcast (Downladder v)\n\nwhen [s v] key pressed\nbroadcast (Downladder v)\n\nwhen I receive [showtrees v]\nset size to (75) %\nshow\n\nwhen I receive [shringmario! v]\nset size to (34) %\n\nwhen I receive [growmario v]\nset size to (75) %\n\nclear graphic effects\n\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [hugemario v]\nset size to (125) %\nshow\n\nPipe\ngo to x: (190) y: (-76)\n\nshow\n\nbroadcast (_L1Bridge v)\n\nwhen I receive [_l1bridge v]\n\nforever\n\nglide (0.1) secs to x: (175) y: (-140)\nset [xvelocity v] to [-2]\n\nforever\n\ndefine Stopmesinking\n\nset y to (-127)\n\nset [xvelocity v] to [0]\nglide (0.2) secs to x: (210) y: (-140)\nset [holdingboat? v] to [No]\nPipe\ngo to x: (210) y: (105)\nglide (0.1) secs to x: (190) y: (105)\nset [xvelocity v] to [3]\n\nStopmesinking\n\nStopmesinking\nglide (0.1) secs to x: (190) y: (0)\nset [yvelocity v] to [-3]\n\nclear graphic effects\n\nif <(Boat Positioned?) = [No]> then\n glide (0.1) secs to x: (190) y: (-110)\n set [yvelocity v] to [-3]\nelse\n glide (0.2) secs to x: (190) y: (-127)\n set [holdingboat? v] to [Yes]\n Stopmesinking\nend\n\nif <(HoldingBoat?) = [Yes]> then\n set [yvelocity v] to [0]\nend\n\nset [holdingboat? v] to [No]\n\nset [holdingboat? v] to [No]\n\nwhen I receive [exitingboatleft v]\ngo to x: (-135) y: (-145)\n\nhide\nstop [other scripts in sprite v]\n\n@mushroom mini2\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n show\n go to x: (180) y: (-132)\n wait until <touching (controlcharacter v)?>\n broadcast (GrowMario v)\n hide\nend\nif <(Level) = [4]> then\n show\n go to x: (-213) y: (106)\n wait until <touching (controlcharacter v)?>\n broadcast (HugeMario v)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nbroadcast (GrowMario v)\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\nif <(Level) = [5]> then\n show\n go to x: (-213) y: (106)\n wait until <touching (controlcharacter v)?>\n broadcast (HugeMario v)\n hide\nend\n\n@DigablesBlocks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [#level2dig v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndIGABLES\n\ndefine dIGABLES\nhide\nif <[1] = [1]> then\n delete this clone\nend\nwait (0.1) seconds\nif <(Level) = [2]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\nend\nif <(Level) = [3]> then\n go to x: (0) y: (0)\n switch costume to (earth full v)\n show\nend\nif <(Level) = [4]> then\n switch costume to (load v)\n show\n forever\n go to x: (106) y: (91.5)\n if <<<touching (sprite1 v)?> and <([size v] of [controlcharacter v]) > [85]>> and <(costume [number v]) < [29]>> then\n next costume\n wait (0.1) seconds\n end\n end\nend\nif <(Level) = [5]> then\n switch costume to (costume1 v)\n go to x: (-351) y: (-40)\n show\nend\n\nswitch costume to (costume14 v)\nshow\n\ncreate clone of (_myself_ v)\n\nwhen I receive [level4dig v]\nif <(y position) < [0]> then\n\nnext costume\n\nwhen I start as a clone\ngo to x: (189) y: (59)\nswitch costume to (costume14 v)\nshow\n\ngo to x: (0) y: (0)\n\ngo to x: (189) y: (58)\nswitch costume to (costume14 v)\nshow\n\nif <(Level) = [4]> then\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [level5dig v]\nnext costume\n\nwait (0.1) seconds\n\nwhen I receive [level3dig v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\nwait (0.2) seconds\n\npoint in direction (90)\n\nchange x by (-1)\n\ngo to x: (0) y: (0)\n\n\n\ngo to x: (0) y: (0)\nswitch costume to (level 5 full v)\nshow\n\n \n wait (0.2) seconds\nend\n\nforever\n go to x: (106) y: (91.5)\n if <<touching (sprite1 v)?> and <(costume [number v]) < [29]>> then\n next costume\n wait (0.1) seconds\n end\nend\n\nforever\n go to x: (106) y: (91.5)\n if <<<touching (sprite1 v)?> and > and <(costume [number v]) < [29]>> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@tinyrunner2\n\nwhen I receive [endtalk v]\n\nbroadcast (gameover v)\n\nwhen I receive [gameover v]\nforever\n switch costume to (start v)\n go to [front v] layer\n show\n go to x: (-151) y: (75)\n set [finalblagy v] to [-1]\n repeat (17)\n change y by (finalblagy)\n change [finalblagy v] by (-0.5)\n next costume\n end\n hide\n wait (0.2) seconds\n switch costume to (start v)\n go to [front v] layer\n show\n go to x: (48) y: (75)\n set [finalblagy v] to [-1]\n repeat (20)\n change y by (finalblagy)\n change [finalblagy v] by (-0.5)\n next costume\n end\n hide\n wait (0.2) seconds\n switch costume to (start v)\n go to [front v] layer\n show\n go to x: (146) y: (35)\n set [finalblagy v] to [-1]\n repeat (19)\n change y by (finalblagy)\n change [finalblagy v] by (-0.5)\n next costume\n end\n hide\n wait (0.2) seconds\n switch costume to (start v)\n go to [front v] layer\n show\n go to x: (-54) y: (34)\n set [finalblagy v] to [-1]\n repeat (19)\n change y by (finalblagy)\n change [finalblagy v] by (-0.5)\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [] for (2) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say [] for (10) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Mario Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [Platform shoes!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [In a box factory!] for (4) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [I dig you!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [He didn't have the GUTS!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [How WOOD I know?] for (7) seconds\n wait (1) seconds\nend\n\nswitch costume to (start v)\n\nforever\n next costume\nend\n\nshow\nglide (1) secs to x: (-30) y: (-51)\nbroadcast (EndTalk v)\ngo to x: (-154) y: (138)\n\ndefine Reset\n\ngo to x: (-154) y: (138)\nnext costume\n\nrepeat (2)\n\nrepeat (15)\n repeat (2)\n change y by (finalblagy)\n end\n change [finalblagy v] by (-0.4)\n next costume\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (-154) y: (138)\n\ngo to x: (-151) y: (75)\n\nshow\n\n@minecraft font\n\nwhen I start as a clone\nif <(y position) > [160]> then\n show\n go to [front v] layer\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: ((LineHeight) + (50))\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: ((LineHeight) + (20))\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (LineHeight)\n set [digitclonenumber v] to [0]\nend\nwait (1) seconds\nrepeat (300)\n change [color v] effect by (1)\n go to [front v] layer\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nset [digitx v] to (x position)\nset [digity v] to (y position)\n\nwait (1) seconds\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-1)\n change y by (1)\n change [digitclonenumber v] by (1)\nend\nhide\nforever\n\nwait (0) seconds\n\nbroadcast (3DTextRipple v)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (300)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nstart sound [FunWin v]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [#showleveltransition v]\n\nwhen I receive [showthefont v]\nhide\nclear graphic effects\nwait (0.1) seconds\nset [color v] effect to (-100)\ngo to [front v] layer\nset size to (130) %\nset [lineheight v] to [130]\nset [texttoshow v] to (join [WR ] (join (WR) [ secs]))\nShowTextOnScreen\nset size to (120) %\nset [lineheight v] to [-120]\nset [texttoshow v] to (username)\nShowTextOnScreen\nset size to (140) %\nset [lineheight v] to [-160]\nset [texttoshow v] to (TimerTextToSay)\nShowTextOnScreen\nwait until <(timer) > [10]>\nbroadcast (#ShowLevelTransition v)\n\nset [wr v] to (☁ L1Time)\n\nwhen I receive [launchminecraftvictory v]\nif <(Mode) = [Hardcore]> then\n if <(TimeSoFar) < (☁ HardcoreTime)> then\n wait (1) seconds\n set [☁ hardcoretime v] to (TimeSoFar)\n wait (1) seconds\n end\n set [wr v] to (☁ HardcoreTime)\n set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nif <(Mode) = [Normal]> then\n if <(TimeSoFar) < (☁ NormalTime)> then\n wait (1) seconds\n set [☁ normaltime v] to (TimeSoFar)\n wait (1) seconds\n end\n set [wr v] to (☁ NormalTime)\n set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nbroadcast (ShowTheFont v)\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\n\nchange [digitclonenumber v] by (1)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\nchange [color v] effect by (1)\n\nchange y by (10)\n\nset y to (DigitY)\n\nwait (0.1) seconds\n\nset [☁ minecraftmariobesteverscore v] to [0]\nset [☁ l1time v] to [60]\nset [☁ l2time v] to [60]\nset [☁ l3time v] to [60]\nset [☁ l4time v] to [60]\nset [☁ l5time v] to [60]\n\nbroadcast (DeleteLocalClones v)\n\nwhen I receive [deletelocalclones v]\n\nwait (5) seconds\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [showbesttimes v]\nset [timetakenonlevel v] to (round (timer))\nset [timertexttosay v] to (join (TimeTakenOnLevel) [ secs])\nif <(Level) = [1]> then\n if <(TimeTakenOnLevel) < (☁ L1Time)> then\n wait (1) seconds\n set [☁ l1time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L1Time)\nend\nif <(Level) = [2]> then\n if <(TimeTakenOnLevel) < (☁ L2Time)> then\n wait (1) seconds\n set [☁ l2time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L2Time)\nend\nif <(Level) = [3]> then\n if <(TimeTakenOnLevel) < (☁ L3Time)> then\n wait (1) seconds\n set [☁ l3time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L3Time)\nend\nif <(Level) = [4]> then\n if <(TimeTakenOnLevel) < (☁ L4Time)> then\n wait (1) seconds\n set [☁ l4time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L4Time)\nend\nif <(Level) = [5]> then\n if <(TimeTakenOnLevel) < (☁ L4Time)> then\n wait (1) seconds\n set [☁ l5time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L5Time)\nend\nbroadcast (ShowTheFont v)\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nrepeat (30)\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\nhide\nstop [this script v]\n\nif <[1] = [1]> then\n delete this clone\nend\n\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\nwhen I receive [#showleveltransition v]\n\nreset timer\n\nset [☁ l1time v] to [30]\nset [☁ l2time v] to [30]\nset [☁ l3time v] to [30]\nset [☁ l4time v] to [30]\nset [☁ l5time v] to [30]\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\n\nwhen I receive [levelup v]\nPlacePortal\n\ngo to x: (-65) y: (68)\n\nwhen I receive [start v]\nPlacePortal\n\ndefine PlacePortal\nshow\nif <(Level) = [1]> then\n go to x: (100) y: (53)\nend\nif <(Level) = [2]> then\n go to x: (98) y: (-21)\nend\nif <(Level) = [3]> then\n go to x: (199) y: (-7)\nend\nif <(Level) = [4]> then\n go to x: (-226) y: (-104)\nend\nif <(Level) = [5]> then\n go to x: (196) y: (105)\nend\nshow\nset size to (33) %\nset [levelinplay? v] to [Yes]\nforever\n if <touching (hero v)?> then\n set [levelinplay? v] to [No]\n broadcast (ShowBestTimes v)\n broadcast (#ReleaseTheFruit v)\n start sound [minecraft-rare-achievements-sound v]\n stop [this script v]\n end\n next costume\n if <(Level) = [5]> then\n if <touching (boat v)?> then\n set [levelinplay? v] to [No]\n broadcast (#ReleaseTheFruit v)\n start sound [minecraft-rare-achievements-sound v]\n stop [this script v]\n end\n end\nend\n\ngo to x: (-184) y: (-106)\n\nset [levelwas v] to (Level)\n\nbroadcast (PortalPositioning v)\n\nhide\n\nnext costume\n\nset [levelwas v] to (Level)\n\nnext costume\n\nif <(LevelWas) = (Level)> then\n change [level v] by (1)\n broadcast (LevelUp v)\nend\n\nset [levelwas v] to (Level)\n\nstart sound [minecraft-rare-achievements-sound v]\nstop [this script v]\n\nbroadcast (ShowBestTimes v)\n\nbroadcast (#ReleaseTheFruit v)\nstart sound [minecraft-rare-achievements-sound v]\nstop [this script v]\n\n@Sprite5\n\nwait (8) seconds\n\nwhen I receive [pulsefollowercount v]\nrepeat (160)\n change [color v] effect by (25)\nend\nbroadcast (FadeFollowerCount v)\n\nwhen I receive [into blag v]\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (simper v)\nrepeat (2)\n go to x: (-500) y: (0)\n next costume\n go to [front v] layer\n show\n glide (1) secs to x: (0) y: (0)\n create clone of (_myself_ v)\nend\nbroadcast (ShowFollowerCount v)\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\nwait (0.1) seconds\n\nhide\n\nwhen I receive [fadefollowercount v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (instructions v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [5]>> then\n stop [this script v]\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Start v)\n\n@FollowerBlag\n\nwhen I receive [fadefollowercount v]\nrepeat (120)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n switch costume to (0 v)\n switch costume to (letter ((length of (FollowerCount)) - (Numeral)) of (FollowerCount))\nend\n\nwhen I receive [showfollowercount v]\nhide\nswitch costume to (0 v)\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (140) y: (0)\npoint in direction (90)\nset [followercount v] to [0]\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-60)\n change [numeral v] by (1)\nend\nchange x by (-20)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-60)\n change [numeral v] by (1)\nend\nrepeat (210)\n change [followercount v] by (100)\nend\nbroadcast (PulseFollowerCount v)\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\nshow\n\nwhen I receive [pulsefollowercount v]\nrepeat (10)\n change size by (1)\n turn right (1.5) degrees\n change y by (1.5)\nend\nrepeat (20)\n turn right (-1.5) degrees\nend\nrepeat (10)\n turn right (1.5) degrees\nend\nrepeat (10)\n change [color v] effect by (25)\nend\n\nbroadcast (-L2Ladder v)\n\n@_L1Bridge\n\nwhen I receive [_l1bridge v]\nshow\ngo to x: (0) y: (-2)\nset [_l1bridgeshowing? v] to [Yes]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [_l1bridgeshowing? v] to [No]\n\nwhen I receive [levelup v]\nhide\nset [_l1bridgeshowing? v] to [No]\nstop [other scripts in sprite v]\n\ngo to x: (0) y: (0)\n\nwhen I receive [restartlevel v]\nhide\nset [_l1bridgeshowing? v] to [No]\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen I receive [scoreblag v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (217) y: (130)\ngo to [front v] layer\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nglide (1) secs to x: (-50) y: (167)\nchange [score v] by (250)\nplay sound [365105__josepharaoh99__beep-sound-effect v] until done\nhide\ndelete this clone\n\n@Goomba2\n\nif then\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nPoomba\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nPoomba\n\nwhen flag clicked\nhide\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nPoomba\n\ndefine Poomba\nhide\nswitch costume to (creeper v)\nif <(Level) = [5]> then\n show\n go to x: (30) y: (84)\n go to [front v] layer\n forever\n point in direction (90)\n repeat (20)\n next costume\n Sensing\n change x by (2)\n wait (0.1) seconds\n Sensing\n end\n Sensing\n point in direction (-90)\n repeat (20)\n Sensing\n wait (0.1) seconds\n Sensing\n change x by (-2)\n next costume\n end\n end\nend\n\ndefine Sensing\nif <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n hide\n else\n if <(LevelWas) = (Level)> then\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\nif <touching (controlcharacter v)?> then\n if <(LevelInPlay?) = [Yes]> then\n broadcast (RestartLevel v)\n start sound [mine v]\n else\n change [level v] by (1)\n broadcast (LevelUp v)\n end\nend\n\n@LoveB2\n\nwhen I start as a clone\nshow\nglide (2) secs to x: (-218) y: (188)\ndelete this clone\n\ngo to [front v] layer\ngo to x: ((Scroll) + (480)) y: (-14)\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\ngo to x: (-218) y: (-188)\nforever\n wait (0.3) seconds\n next costume\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\nbroadcast (gameover v)\n\nbroadcast (gameover v)\n\n | Among Us Flappy Game https://scratch.mit.edu/projects/434895986/\n--------------------------------------------------------------\n✪✪✪Minecraft Mario Platformer - Episode 2 ✪✪✪\n\n➊ Use ARROW keys, ASDW or touchscreen...\n➋ SPACEBAR, ACTION or CRAFT, chop, hit or craft.\n❸ Love, Follow and Fav!\n\nLevel 1 has a tutorial to get you started...\nPress M to turn off shuffle music and change the track.\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n#mario #2020 #popular #famous #game #ipad #tablet\n#touchscreen #jump #top #fun #episode\n\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement. |
Panda Platformer! | @Stage\n\n@Panda\n\nwhen flag clicked\nset [p1x v] to [-200]\nset [p1y v] to [-150]\nset [p1yspeed v] to [0]\n\nwhen flag clicked\nforever\n change [p1yspeed v] by (-1)\n change [p1y v] by (p1yspeed)\nend\n\nwhen flag clicked\nforever\n if <(p1y) < [-150]> then\n set [p1y v] to [-150]\n end\n set x to (p1x)\n set y to (p1y)\nend\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(p1y) = [-150]>> then\n set [p1yspeed v] to [10]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <[-220] < (x position)> then\n change [p1x v] by (-10)\n end\n end\n if <<(backdrop [number v]) = [6]> and <[220] < (x position)>> then\n if <(backdrop [number v]) > [4]> then\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\nend\n\nwhen flag clicked\nset [deaths: v] to [0]\nforever\n if <touching color (#3481ff)?> then\n go to x: (-220) y: (-150)\n set [p1x v] to [-220]\n set [y v] to [-150]\n change [deaths: v] by (1)\n end\nend\n\nset [p1x v] to [200]\n\nwhen flag clicked\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <mouse down?>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n end\nend\n\nset [p1x v] to [200]\n\nwhen flag clicked\nset [cheat v] to [0]\nforever\n if <<(backdrop [number v]) = [5]> and <(p1x) > [220]>> then\n set [p1x v] to [-220]\n set [p1y v] to [-150]\n wait (.1) seconds\n if <[1] > (Deaths:)> then\n switch backdrop to (ending 1 v)\n end\n if <<[10] > (Deaths:)> and <(Deaths:) > [0]>> then\n switch backdrop to (ending 2 v)\n end\n if <<[25] > (Deaths:)> and <(Deaths:) > [9]>> then\n switch backdrop to (ending 3 v)\n end\n if <<[100] > (Deaths:)> and <(Deaths:) > [24]>> then\n switch backdrop to (ending 4 v)\n end\n if <<[500] > (Deaths:)> and <(Deaths:) > [99]>> then\n switch backdrop to (ending 5 v)\n end\n if <<[1000] > (Deaths:)> and <(Deaths:) > [499]>> then\n switch backdrop to (ending 6 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[5] < (backdrop [number v])> and <(Deaths:) < (☁ World Record)>> then\n if <(Cheat) = [0]> then\n set [☁ world record v] to (Deaths:)\n end\n end\nend\n\nset [☁ world record v] to [3]\n\nset [p1x v] to [200]\n\nwhen [r v] key pressed\nset [p1x v] to [-220]\nset [p1y v] to [-150]\nswitch backdrop to (level 1 v)\nwait (.1) seconds\nset [cheat v] to [0]\nset [deaths: v] to [0]\n\nwhen [s v] key pressed\nset [cheat v] to [1]\nwait (.1) seconds\nnext backdrop\nset [p1x v] to [-220]\nset [p1y v] to [-150]\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\nend\n\n@Deaths:\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) > [5]>> then\n hide\n else\n show\n end\nend\n\nset [deaths: v] to [3]\n\n@Death Counter 1\n\nwhen flag clicked\nforever\n if <[0] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (0 v)\n end\n if <[1] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (1 v)\n end\n if <[2] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (2 v)\n end\n if <[3] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (3 v)\n end\n if <[4] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (4 v)\n end\n if <[5] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (5 v)\n end\n if <[6] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (6 v)\n end\n if <[7] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (7 v)\n end\n if <[8] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (8 v)\n end\n if <[9] = (letter (length of (Deaths:)) of (Deaths:))> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) > [5]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (Deaths:)) = [1]> then\n go to x: (-145) y: (162)\n end\n if <(length of (Deaths:)) = [2]> then\n go to x: (-129) y: (162)\n end\n if <(length of (Deaths:)) = [3]> then\n go to x: (-113) y: (162)\n end\nend\n\n@Death Counter 2\n\nwhen flag clicked\nforever\n if <[0] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (0 v)\n end\n if <[1] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (1 v)\n end\n if <[2] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (2 v)\n end\n if <[3] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (3 v)\n end\n if <[4] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (4 v)\n end\n if <[5] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (5 v)\n end\n if <[6] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (6 v)\n end\n if <[7] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (7 v)\n end\n if <[8] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (8 v)\n end\n if <[9] = (letter ((length of (Deaths:)) - (1)) of (Deaths:))> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) > [5]>> then\n hide\n else\n show\n end\nend\n\ngo to x: (-113) y: (-162)\n\nwhen flag clicked\nforever\n if <(length of (Deaths:)) = [1]> then\n hide\n end\n if <(length of (Deaths:)) = [2]> then\n go to x: (-145) y: (162)\n end\n if <(length of (Deaths:)) = [3]> then\n go to x: (-129) y: (162)\n end\nend\n\n@Death Counter 3\n\nwhen flag clicked\nforever\n if <[0] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (0 v)\n end\n if <[1] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (1 v)\n end\n if <[2] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (2 v)\n end\n if <[3] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (3 v)\n end\n if <[4] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (4 v)\n end\n if <[5] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (5 v)\n end\n if <[6] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (6 v)\n end\n if <[7] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (7 v)\n end\n if <[8] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (8 v)\n end\n if <[9] = (letter ((length of (Deaths:)) - (2)) of (Deaths:))> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) > [5]>> then\n hide\n else\n show\n end\nend\n\ngo to x: (-113) y: (-162)\n\nwhen flag clicked\nforever\n if <(length of (Deaths:)) = [1]> then\n hide\n end\n if <(length of (Deaths:)) = [2]> then\n hide\n end\n if <(length of (Deaths:)) = [3]> then\n go to x: (-145) y: (162)\n end\nend\n\nset [deaths: v] to [99]\n\n@Music\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [music v] to [1]\nend\nif <(costume [number v]) = [2]> then\n set [music v] to [0]\nend\n\nwhen flag clicked\nset [music v] to [0]\nforever\n if <(Music) = [0]> then\n set volume to (100) %\n switch costume to (music unmute v)\n end\n if <(Music) = [1]> then\n stop all sounds\n switch costume to (music mute v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (.5) seconds\nrepeat (100)\n change [ghost v] effect by (2)\nend\nforever\n go to [front v] layer\nend\n\n@Confetti\n\nwhen flag clicked\nwait (1) seconds\nset size to (pick random (5) to (20)) %\nset [ghost v] effect to (20)\nhide\nforever\n if <[6] > (backdrop [number v])> then\nend\n\nwhen I start as a clone\ngo to x: (-243) y: (pick random (200) to (-200))\nset size to (pick random (5) to (20)) %\nforever\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n switch costume to (costume1 v)\n set [ghost v] effect to (40)\nend\n\nwait (pick random (1) to (1.5)) seconds\n\nwhen I start as a clone\ngo to x: (-243) y: (pick random (200) to (-200))\nrepeat until <(x position) > [230]>\n change x by (pick random (1) to (10))\n change [color v] effect by (pick random (1) to (20))\nend\ndelete this clone\n\nwhen flag clicked\nforever\nend\n\nstop [other scripts in sprite v]\n\nif then\nend\n\n@WR:\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) > [5]>> then\n hide\n else\n show\n end\nend\n\n@WR Counter 1\n\nwhen flag clicked\nforever\n if <[0] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (0 v)\n end\n if <[1] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (1 v)\n end\n if <[2] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (2 v)\n end\n if <[3] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (3 v)\n end\n if <[4] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (4 v)\n end\n if <[5] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (5 v)\n end\n if <[6] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (6 v)\n end\n if <[7] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (7 v)\n end\n if <[8] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (8 v)\n end\n if <[9] = (letter (length of (☁ World Record)) of (☁ World Record))> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-191) y: (136)\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) > [5]>> then\n hide\n else\n show\n end\nend\n\nwhen [r v] key pressed\n\n | Use the arrow keys to move, or W A D (Note be careful not to press s). The game is 100% possible, but it might be a little tricky (My best is 2 deaths, but I'm bad so...).\nFacts about pandas:\nOnly about 1,864 in the wild making them an endangered species. Adult pandas can grow up to be more than 4 feet in height, and can way any where from 220-330 pounds. Pandas can live in temperate broadleaf and mixed forests of southwest China. \nIf we all come together we can save the pandas!\nAll information from worldwildlife.org |
The Citrine || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen flag clicked\nswitch costume to (backdrop3 v)\ngo to [back v] layer\ngo [forward v] (1) layers\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 <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (left v)\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 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 <<mouse down?> and <(mouse x) > (x position)>>> 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?> 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!\nhttps://scratch.mit.edu/projects/723662352/\n❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️\nBackstory:\nYou are a little cube, and you are on a quest to find a citrine. The citrine was 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 citrine is in the 'Snowlands'. If you see a yellow glow in the game, that means that you are approaching the citrine. \n\n❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️\nInfo On The Sequel:\nI am working on the other platformers in the sequel 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 avertise 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 hardy 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:\nDo not steal/use my art without my permission! If I see anybody using it, I will report them.\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! |
the pico platformer game | @Stage\n\nwhen flag clicked\nforever\n repeat (1000000)\n repeat (19)\n next backdrop\n wait (0.02) seconds\n end\n switch backdrop to (648c177419c9a0eba07bb15e4441d29f v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (648c177419c9a0eba07bb15e4441d29f v)\n\nwhen I receive [start v]\nforever\n switch backdrop to (5b4e2ef4e1022_thumb900 v)\n if <(Score) = [2000]> then\n switch backdrop to (fymneh v)\n broadcast (win v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Porter Robinson & Madeon - Shelter \(Official Audio\)2 v] until done\n start sound [Porter Robinson & Madeon - Shelter \(Official Audio\)2 v]\nend\n\nwhen I receive [game over v]\nforever\n switch backdrop to (game over v) and wait\nend\n\n@Pico Walking\n\nwhen flag clicked\nset [yv v] to [10]\nforever\n if <key (up arrow v) pressed?> then\n if <touching color (#cd4700)?> then\n set [yv v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (yv)\n change [yv v] by (-1)\n end\n set [going up v] to [0]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-118)\npoint in direction (90)\nset size to (60) %\nforever\n if <<not <touching color (#cd4700)?>> and <(going up) = [0]>> then\n change y by (yv)\n change [yv v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n next costume\n end\n if <key (left arrow v) pressed?> then\n move (10) steps\n set rotation style [left-right v]\n point in direction (-90)\n next costume\n end\nend\n\nwhen I receive [set start v]\ngo to x: (-200) y: (-118)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (crystal v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen [s v] key pressed\nset [size change v] to [0]\nrepeat (10)\n change size by (Size change)\n change [size change v] by (-1)\nend\nset [size change v] to [0]\nrepeat (10)\n change size by (Size change)\n change [size change v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (-118)\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (-200) y: (-118)\npoint in direction (90)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n move (10) steps\n next costume\n end\n if <key (a v) pressed?> then\n move (10) steps\n set rotation style [left-right v]\n point in direction (-90)\n next costume\n end\nend\n\nwhen flag clicked\nset [yv v] to [10]\nforever\n if <key (w v) pressed?> then\n if <touching color (#cd4700)?> then\n set [yv v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (yv)\n change [yv v] by (-1)\n end\n set [going up v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Score) = [2000]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Quit v)\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <(Score) = [2000]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [score v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [score v] by (100)\nnext costume\nbroadcast (Set start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Quit v)\nhide\n\nwhen I receive [mute v]\nstop all sounds\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <(Score) = [2000]> then\n hide\n end\nend\n\n@Crystal\n\nwhen flag clicked\nswitch costume to (crystal-a v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (pico walking v)?> then\n play sound [Magic Spell v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Quit v)\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <(Score) = [2000]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Quit v)\n\nwhen this sprite clicked\nstop [all v]\n\nwhen this sprite clicked\nbroadcast (Quit v)\n\nwhen I receive [start v]\nhide\n\n@Sprite7\n\nwhen this sprite clicked\nsay [You have to take the crystals to go to the next level and your score will increase by 100 points but there is many dangerous items ] for (3) seconds\n\nwhen flag clicked\nforever\n show\n if <(Score) = [2000]> then\n hide\n end\nend\n\n@blue-157652_960_720\n\nwhen flag clicked\nforever\n show\n glide (1.25) secs to (random position v)\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@blue-157652_960_2\n\nwhen flag clicked\nforever\n show\n glide (1) secs to (random position v)\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@blue-157652_960_3\n\nwhen flag clicked\nforever\n show\n glide (1) secs to (random position v)\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@blue-157652_960_4\n\nwhen flag clicked\nforever\n show\n glide (1) secs to (random position v)\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@blue-157652_960_5\n\nwhen flag clicked\nforever\n show\n glide (1) secs to (random position v)\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@blue-157652_960_6\n\nwhen flag clicked\nforever\n show\n glide (1) secs to (random position v)\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@source (1)\n\nwhen I receive [start v]\nshow\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Score) = [500]> then\n hide\n end\nend\n\n@source (1)2\n\nwhen flag clicked\nforever\n if <<(Score) = [500]> or <(Score) > [500]>> then\n show\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Score) > [900]> then\n hide\n end\nend\n\n@source (1)3\n\nwhen flag clicked\nforever\n if <<(Score) = [1000]> or <(Score) > [1000]>> then\n show\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Score) > [1400]> then\n hide\n end\nend\n\n@source (1)4\n\nwhen flag clicked\nforever\n if <<(Score) = [1500]> or <(Score) > [1500]>> then\n show\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Score) > [1900]> then\n hide\n end\nend\n\n@19-198179_clipart-bomb-bomb-png\n\nwhen flag clicked\nswitch costume to (19-198179_clipart-bomb-bomb-png v)\nhide\n\nwhen I receive [start v]\nswitch costume to (19-198179_clipart-bomb-bomb-png v)\nshow\nset size to (15) %\nforever\n go to x: (214) y: (-105)\n glide (3) secs to x: (-214) y: (-105)\nend\n\nwhen flag clicked\nforever\n if <touching (pico walking v)?> then\n broadcast (Game over v)\n hide\n end\nend\n\nwhen I receive [set start v]\nshow\nswitch costume to (19-198179_clipart-bomb-bomb-png v)\nforever\n go to x: (214) y: (-105)\n glide (3) secs to x: (-214) y: (-105)\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [set start v]\nshow\nswitch costume to (19-198179_clipart-bomb-bomb-png v)\nforever\n go to x: (214) y: (-105)\n glide (3) secs to x: (-214) y: (-105)\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n if <touching (transparent-gun-shooting-bullet-png v)?> then\n switch costume to (explosion-clipart--800x738 v)\n wait (0.5) seconds\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n repeat (10)\n wait (6) seconds\n show\n wait (3) seconds\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@110hz7t_th\n\nwhen I receive [start v]\nhide\nforever\n wait (0.01) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <<(Score) = [1000]> or <(Score) > [1000]>> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n if <touching (pico walking v)?> then\n broadcast (Game over v)\n hide\n end\nend\n\nwhen I receive [game over v]\nforever\n hide\nend\n\n@98cd11466c63c9ab95ead7f31776df55\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\n go to (pico walking v)\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [win v]\nhide\n\n@Transparent-Gun-Shooting-Bullet-PNG\n\nwhen flag clicked\nhide\nforever\n go to (98cd11466c63c9ab95ead7f31776df55 v)\n if <key (space v) pressed?> then\n show\n start sound [12-Gauge-Pump-Action-Shotgun-Close-Gunshot-D-www v]\n repeat until <touching (_edge_ v)?>\n change x by (10)\n end\n hide\n end\nend\n\n@Rocks\n\nwhen flag clicked\nforever\n glide (2) secs to (random position v)\nend\n\nwhen flag clicked\nforever\n if <touching (transparent-gun-shooting-bullet-png v)?> then\n switch costume to (explosion-clipart--800x738 v)\n wait (0.5) seconds\n hide\n hide\n hide\n end\nend\n\nwhen flag clicked\nforever\n hide\n switch costume to (rocks v)\nend\n\nwhen flag clicked\nforever\n if <touching (pico walking v)?> then\n broadcast (Game over v)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Score) = [1500]> or <(Score) > [1500]>> then\n show\n end\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nif <touching (transparent-gun-shooting-bullet-png v)?> then\n forever\n switch costume to (explosion-clipart--800x738 v)\n wait (0.5) seconds\n hide\n hide\n hide\n end\nend\n\n | 1- the up button jump\n\n2- the right button move foreword\n\n3- the left button move back word \n\n4- S button change the size \n\n5 - the W button jump\n\n6 - the D button move foreword\n\n7- the A button move back word \n\nThe game is about when you take the crystal your \n\nscore is increasing by 100 but there is many dangerous things and you win when your score is 2000 |
Dimensions - Scrolling platformer mobile friendly! | @Stage\n\nset [☁ $ v] to [0]\n\n@Player\n\nwhen flag clicked\nset [soud v] to [1]\n\nwhen [m v] key pressed\nif <(soud) = [1]> then\n set volume to (0) %\n wait (0.1) seconds\n set [soud v] to [0]\nend\n\nwhen [m v] key pressed\nif <(soud) = [0]> then\n set volume to (50) %\n wait (0.1) seconds\n set [soud v] to [1]\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching color (#549a10)?> then\n broadcast (nova v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching (death line v)?> then\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nswitch costume to (right v)\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (a 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\nset volume to (100) %\nplay sound [Vexento - Masked Heroes 128 kbps v] until done\n\nwhen [n v] key pressed\nstop all sounds\nstart sound (pick random (1) to (10))\n\nwhen I receive [music v]\nif <(soud) = [0]> then\n set volume to (50) %\n wait (0.1) seconds\n set [soud v] to [1]\nend\n\nwhen I receive [music v]\nif <(soud) = [1]> then\n set volume to (0) %\n wait (0.1) seconds\n set [soud v] to [0]\nend\n\nwhen I receive [next music v]\nstop all sounds\nstart sound (pick random (1) to (10))\n\nwhen I receive [basic v]\nswitch costume to (right v)\n\nset [☁ tiger v] to [0]\n\nwhen flag clicked\nhide\nset size to (80) %\nwait (0) seconds\nshow\nforever\n if <touching color (#ec503b)?> then\n if <(V1) = [1]> then\n set size to (60) %\n wait (0.50) seconds\n set [v1 v] to [0]\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching color (#ec503b)?> then\n if <(V1) = [0]> then\n set size to (80) %\n wait (0.50) seconds\n set [v1 v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen I receive [realy v]\nswitch costume to (right6 v)\n\nwhen flag clicked\nforever\n if <(☁ Coin) = [-1]> then\n set [☁ coin v] to [0]\n end\nend\n\nwhen I receive [tiger v]\nif <(☁ TIGER) = [1]> then\n switch costume to (right2 v)\nend\n\nwhen I receive [evil v]\nif <(☁ EVIL) = [1]> then\n switch costume to (right3 v)\nend\n\nwhen I receive [brick v]\nif <(☁ BRICK) = [1]> then\n switch costume to (right4 v)\nend\n\nforever\n if <touching color (#ff5050)?> then\n broadcast (nova v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching (spikes v)?> then\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\n\nwhen flag clicked\nforever\n set [smer v] to (direction)\nend\n\nwhen flag clicked\nwait (1) seconds\n\nforever\n if <touching color (#ffa600)?> then\n switch costume to (right9 v)\n end\nend\n\nwhen I receive [realy v]\nif <(☁ Really) = [1]> then\n switch costume to (right6 v)\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [kid1 v]\nif <(☁ Kid) = [1]> then\n switch costume to (right5 v)\nend\n\nwhen I receive [el1 v]\nif <(☁ EVIL) = [1]> then\n switch costume to (right7 v)\nend\n\nwhen I receive [sandy v]\nif <(☁ Sandy) = [1]> then\n switch costume to (right8 v)\nend\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n\n@Trumball\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ngo to [front v] layer\nshow\n\nset [☁ coin v] to [0]\n\n@Level\n\ndefine Platformer\nshow\nif <(Shop) = [0]> then\n if <(Water?) = [0]> then\n change [speed y v] by (1)\n else\n if <(Speed Y) < [5]> then\n change [speed y v] by (.1)\n end\n end\n change y by (Speed Y)\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n if <(Speed Y) < [0]> then\n change y by (1)\n end\n if <(Speed Y) > [0]> then\n change y by (-1)\n end\n end\n if <(Water?) = [0]> then\n set [speed y v] to ((-15) * <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <(Speed Y) > [0]>>)\n else\n set [speed y v] to [0]\n end\n end\n if <(Water?) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(Speed Y) > [-4]> then\n change [speed y v] by (-1.5)\n end\n end\n end\n if <(Water?) = [0]> then\n change [speed x v] by (((2) * <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>) + ((-2) * <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>))\n else\n change [speed x v] by (((1.25) * <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>) + ((-1.25) * <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>))\n end\n change x by (Speed X)\n set [speed x v] to ((Speed X) * (.7))\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (player v)?>>>\n change y by (-1)\n change [slope v] by (1)\n end\n if <touching (player v)?> then\n change y by (Slope)\n repeat until <not <touching (player v)?>>\n if <(Speed X) < [0]> then\n change x by (1)\n end\n if <(Speed X) > [0]> then\n change x by (-1)\n end\n end\n end\nend\n\nwhen I receive [nova v]\ngo to x: (578) y: (-30)\nnext costume\n\nwhen flag clicked\nswitch costume to (kostým2 v)\nforever\n show\nend\n\nwhen I receive [death v]\ngo to x: (578) y: (-30)\n\nwhen I receive [restart v]\ngo to x: (578) y: (-30)\n\nwhen I receive [skip v]\ngo to x: (578) y: (-30)\nnext costume\n\nwhen [r v] key pressed\ngo to x: (578) y: (-30)\n\nset [90 v] to [1]\n\nset [90 v] to [0]\n\nwhen flag clicked\nbroadcast (Start v)\nset [start v] to [1]\n\nwhen I receive [start v]\nshow\nset [nova v] to [0]\ngo to x: (578) y: (-30)\nset [speed x v] to [0]\nset [level v] to [1]\nset [speed y v] to [0]\n\nwhen flag clicked\ngo to x: (530) y: (-37)\nforever\n\nset [y v] to (y position)\nset [x v] to (x position)\n\nwhen I receive [start v]\nforever\n Platformer\nend\n\n@Level 2\n\nwhen I receive [nova v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (kostým2 v)\nclear graphic effects\nshow\n\nwhen I receive [start v]\nforever\n go to (level v)\nend\n\n@Death Line\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nclear graphic effects\n\nwhen I receive [nova v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nset [☁ coin v] to [0]\n\nwhen I receive [start v]\nforever\n go to (level v)\nend\n\n@Spikes\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nwhen flag clicked\nforever\n go to (level v)\nend\n\nclear graphic effects\n\nwhen I receive [nova v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nswitch costume to (kostým7 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [kostým10]> then\n show\n end\nend\n\nswitch costume to (kostým10 v)\n\nwhen I receive [start v]\n\n@Reset\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Music mute button\n\nwhen this sprite clicked\nbroadcast (Music v)\n\nwhen I receive [music v]\nif <(soud) = [1]> then\n switch costume to (kostým2 v)\nend\n\nwhen I receive [music v]\nif <(soud) = [0]> then\n switch costume to (kostým1 v)\nend\n\nwhen flag clicked\nswitch costume to (kostým1 v)\nset [soud v] to [1]\n\ngo [backward v] (1) layers\n\nset [☁ brick v] to [0]\n\n@Other music button\n\nwhen this sprite clicked\nbroadcast (Next Music v)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen flag clicked\nhide\n\nwhen I receive [thanks v]\nshow\nrepeat (30)\n change size by (1)\nend\nwait (1) seconds\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nshow\n\nwhen flag clicked\nset size to (70) %\n\nwait (1) seconds\nnext costume\n\n@Coin\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ coin v] by (1)\n start sound [Coin v]\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (25)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [nova v]\nshow\nnext costume\n\nnext costume\n\nwhen I receive [skip v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n play sound [Jump v] until done\n wait (0.50) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n play sound [Jump v] until done\n wait (0.50) seconds\n end\nend\n\nwhen I receive [basic v]\nplay sound [Zoop v] until done\n\nwhen I receive [evil v]\nplay sound [Zoop v] until done\n\nwhen I receive [tiger v]\nplay sound [Zoop v] until done\n\nwhen I receive [brick v]\nplay sound [Zoop v] until done\n\nwhen I receive [evil2 v]\nplay sound [Zoop v] until done\n\nwhen I receive [tiger2 v]\nplay sound [Zoop v] until done\n\nwhen I receive [brick2 v]\nplay sound [Zoop v] until done\n\nwhen I receive [realy v]\nplay sound [Zoop v] until done\n\nwhen I receive [er v]\nplay sound [Zoop v] until done\n\nwhen flag clicked\nforever\n if <touching (300px-nsmbudxfiremario v)?> then\n change [☁ coin v] by (1)\n start sound [Coin v]\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (1000)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n go to (level v)\nend\n\n@Postava11\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nwhen I receive [nova v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ coin v] by (1)\n start sound [Coin v]\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (25)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [nova v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ coin v]\nwait (1) seconds\nshow variable [☁ coin v]\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (1000)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nwhen I receive [start v]\nwait until <(Start) = [1]>\nforever\n go to (level v)\nend\n\n@Postava16\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n broadcast (Spike Shield v)\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nwhen this sprite clicked\nbroadcast (Basic v)\n\nwhen flag clicked\n\nswitch costume to (kostým1 v)\n\nif <[] = [0]> then\n\n@Postava15\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ TIGER) = [0]> then\n if <<(☁ Coin) = [10]> or <(☁ Coin) > [10]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-10)\n set [☁ tiger v] to [1]\n broadcast (TIGER v)\n end\n end\nend\n\nnext costume\nwait (0.5) seconds\nnext costume\n\nbroadcast (hide3 v)\nbroadcast (hide4 v)\nbroadcast (hide5 v)\n\nwhen flag clicked\nswitch costume to (kostým1 v)\nhide\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nwhen this sprite clicked\n\nwhen this sprite clicked\n\nwhen I receive [tiger3 v]\nswitch costume to (kostým2 v)\n\nif <(costume [number v]) = [1]> then\n set [☁ tiger v] to [1]\n broadcast (TIGER v)\n switch costume to (kostým2 v)\nend\n\nif <(costume [number v]) = [2]> then\n broadcast (TIGER2 v)\nend\n\nswitch costume to (kostým1 v)\n\nwhen flag clicked\n\nwhen this sprite clicked\nif <(☁ TIGER) = [1]> then\n broadcast (TIGER v)\nend\n\nset [☁ coin v] to [1000]\n\n@Postava17\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nwhen this sprite clicked\n\nif <(costume [number v]) = [1]> then\n broadcast (Evil v)\n switch costume to (kostým2 v)\nend\n\nwhen this sprite clicked\n\nif <(costume [number v]) = [2]> then\n broadcast (Evil2 v)\nend\n\nswitch costume to (kostým1 v)\nhide\n\nwhen I receive [evil3 v]\n\nswitch costume to (kostým1 v)\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ EVIL) = [0]> then\n if <<(☁ Coin) = [15]> or <(☁ Coin) > [15]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-15)\n set [☁ evil v] to [1]\n broadcast (Evil v)\n end\n end\nend\n\nwhen this sprite clicked\nif <(☁ EVIL) = [1]> then\n broadcast (Evil v)\nend\n\n@Postava18\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nswitch costume to (kostým1 v)\nhide\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(☁ BRICK) = [1]> then\n broadcast (BRICK v)\nend\n\nwhen I receive [brick3 v]\nswitch costume to (kostým2 v)\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ BRICK) = [0]> then\n if <<(☁ Coin) = [20]> or <(☁ Coin) > [20]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-20)\n set [☁ brick v] to [1]\n broadcast (BRICK v)\n end\n end\nend\n\nif <(costume [number v]) = [1]> then\n broadcast (BRICK v)\n switch costume to (kostým2 v)\nend\n\nset [☁ tiger v] to [0]\n\nwhen this sprite clicked\nif <(☁ BRICK) = [1]> then\n broadcast (BRICK v)\nend\n\nset [☁ coin v] to [100]\n\n@Coin2\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ coin v] by (1)\n start sound [Coin v]\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (25)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [nova v]\nshow\nnext costume\n\nnext costume\n\nwhen I receive [skip v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n play sound [Jump v] until done\n wait (0.50) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n play sound [Jump v] until done\n wait (0.50) seconds\n end\nend\n\nwhen I receive [basic v]\nplay sound [Zoop v] until done\n\nwhen I receive [evil v]\nplay sound [Zoop v] until done\n\nwhen I receive [tiger v]\nplay sound [Zoop v] until done\n\nwhen I receive [brick v]\nplay sound [Zoop v] until done\n\nwhen I receive [evil2 v]\nplay sound [Zoop v] until done\n\nwhen I receive [tiger2 v]\nplay sound [Zoop v] until done\n\nwhen I receive [brick2 v]\nplay sound [Zoop v] until done\n\nwhen I receive [realy v]\nplay sound [Zoop v] until done\n\nwhen I receive [er v]\nplay sound [Zoop v] until done\n\nwhen flag clicked\nforever\n if <touching (300px-nsmbudxfiremario v)?> then\n change [☁ coin v] by (1)\n start sound [Coin v]\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (1000)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\n\nforever\n broadcast (Start v)\nend\n\nwhen I receive [start v]\nwait until <(Start) = [1]>\nforever\n go to (level v)\nend\n\nwait until <(Start) = [1]>\n\n@Postava21\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n broadcast (Spike Shield v)\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nset size to (100) %\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ Really) = [0]> then\n if <<(☁ Coin) = [30]> or <(☁ Coin) > [30]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-30)\n set [☁ really v] to [1]\n broadcast (Realy v)\n end\n end\nend\n\nset [☁ really v] to [0]\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Realy v)\nend\n\n@Shop\n\nwhen flag clicked\nset [shop v] to [0]\nhide\n\nwhen this sprite clicked\nhide\nset [shop v] to [0]\n\nwhen flag clicked\nset [shop v] to [0]\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen I receive [shop v]\n\nshow\n\n@Green Flag\n\nwhen flag clicked\nshow\nforever\n go to (level v)\nend\n\nwait (1) seconds\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nwhen I receive [nova v]\nshow\nnext costume\n\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n hide\n wait (10) seconds\n show\n wait (5) seconds\n end\nend\n\nwhen I receive [skip v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n wait (1) seconds\n broadcast (Skok v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [7]>> then\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n show\n end\nend\n\n@Level name\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (kostým2 v)\n\nwhen I receive [nova v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <(username) = [Edmund2008]> then\n set [☁ coin v] to [0]\n end\nend\n\nwhen I receive [skip v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n wait (1) seconds\n broadcast (Skok v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\nwait until <(Start) = [1]>\n\nwhen I receive [start v]\nforever\n go to (level v)\nend\n\n@Postava3\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nswitch costume to (kostým1 v)\nhide\n\nwhen this sprite clicked\n\nwhen I receive [brick3 v]\nswitch costume to (kostým2 v)\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ El) = [0]> then\n if <<(☁ Coin) = [10]> or <(☁ Coin) > [10]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-10)\n set [☁ el v] to [1]\n broadcast (El1 v)\n end\n end\nend\n\nif <(costume [number v]) = [1]> then\n broadcast (BRICK v)\n switch costume to (kostým2 v)\nend\n\nset [☁ tiger v] to [0]\n\nwhen this sprite clicked\nif <(☁ BRICK) = [1]> then\n broadcast (BRICK v)\nend\n\nwhen this sprite clicked\nif <(☁ El) = [1]> then\n broadcast (El1 v)\nend\n\n@Postava2\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nswitch costume to (kostým1 v)\nhide\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Kid1 v)\nend\n\nwhen I receive [brick3 v]\nswitch costume to (kostým2 v)\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ Kid) = [0]> then\n if <<(☁ Coin) = [20]> or <(☁ Coin) > [20]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-20)\n set [☁ kid v] to [1]\n broadcast (Kid1 v)\n end\n end\nend\n\nif <(costume [number v]) = [1]> then\n broadcast (BRICK v)\n switch costume to (kostým2 v)\nend\n\nset [☁ tiger v] to [0]\n\nwhen this sprite clicked\nif <(☁ BRICK) = [1]> then\n broadcast (BRICK v)\nend\n\nwhen this sprite clicked\nif <(☁ Kid) = [1]> then\n broadcast (Kid1 v)\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Love fave\n\nwhen flag clicked\nclear graphic effects\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (9) to (13)) 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 [thanks v]\nset [ghost v] effect to (100)\n\n@Postava4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n hide\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [1]> then\n broadcast (Spike Shield v)\n show\n end\nend\n\nwhen flag clicked\nset [shop v] to [1]\n\nset size to (100) %\n\nwhen this sprite clicked\nif <(☁ 1.3) = [0]> then\n if <(☁ Sandy) = [0]> then\n if <<(☁ Coin) = [30]> or <(☁ Coin) > [30]>> then\n switch costume to (kostým2 v)\n change [☁ coin v] by (-30)\n set [☁ sandy v] to [1]\n broadcast (Sandy v)\n end\n end\nend\n\nset [☁ really v] to [0]\n\nwhen this sprite clicked\nif <(☁ Sandy) = [1]> then\n broadcast (Sandy v)\nend\n\n@Shop Button\n\nwhen flag clicked\nset [shop v] to [0]\n\nwhen flag clicked\nset [shop v] to [0]\nshow\n\nwhen this sprite clicked\nset [shop v] to [1]\n\nwhen flag clicked\nforever\n if <(Shop) = [2]> then\n set [shop v] to [0]\n end\nend\n\nwait (1) seconds\nhide\n\ngo to [back v] layer\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\nset [faved___ v] to [1]\nset [loved__ v] to [1]\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n | \n\n..........................Instructions.......................................\nMove with adw or arrow keys\nClick if you are on mobile\nGo touch the flag to get to the next level\nCollect coins - inserted into you using a cloud variable\nWith m on/off music\nOther music with n\nAnd with r restart level\nPress love and fave for skip levels\nEnjoy.....................................\nEverything save if you are a scratcher\nPlease like, comment and follow :)\n\n.........................Notes and Credits...............................\nThanks for Robotonom\nAnd cool music from TheFatRat, Vexendo, NCS\nThanks staraford james for detector\n\n#Platformer\n#Games\n#Factory\n#Scorling Platformers\n#Edmund2008\n |
Lost || A scrolling platformer | @Stage\n\nwhen I receive [thum v]\nswitch backdrop to (savanna v)\n\nwhen I receive [play. game v]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [game done.com v]\nwait (8) seconds\nstop [all v]\n\n@Sprite1\n\nwhen [m v] key pressed\nset [mouse v] to (join ((SCROLL X) + (mouse x)) (join [, ] ((SCROLL Y) + (mouse y))))\nshow variable [mouse v]\n\nwhen flag clicked\nset [in v] to [0]\nhide variable [mouse v]\nhide variable [collected max v]\nhide variable [e v]\n\nwhen I receive [play. game v]\nforever\n play sound [Inferno v] until done\nend\n\n@player \n\nwhen flag clicked\nhide\nset [menu v] to [0]\nset size to (30) %\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (green flag v) and wait\nif <not <(username) = [aa-464733]>> then\n broadcast (intro v) and wait\n wait until <(in) = [1]>\nend\nbroadcast (menu v) and wait\nwait until <(menu) = [done]>\nbroadcast (play. game v) and wait\n\nwhen I receive [play. game v]\nset [hj v] to [0]\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\nif <(LEVEL) = [2]> then\n switch backdrop to (backdrop2 v)\nend\nif <(LEVEL) = [1]> then\n switch backdrop to (savanna v)\nend\nif <(LEVEL) = [3]> then\n switch backdrop to (backdrop1 \(2\) v)\nend\nif <(LEVEL) = [4]> then\n switch backdrop to (backdrop1 \(3\) v)\nend\nset [x v] to [-220]\nset [y v] to [-100]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\nshow\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <[0.9] < ([abs v] of (sx) )> then\n Change player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <[-20] < (sy)> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (10)))\nPosition\nif <(LEVEL) = [2]> then\n if <touching color (#ff0000)?> then\n set [exit v] to [die]\n end\nend\nif <(Y) < [-240]> then\n set [exit v] to [die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest die\nrepeat until <not <touching (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) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nTest die\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> 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\ndefine Test die\nif <<touching color (#2c56ff)?> or <<touching color (#3f3f3f)?> or <<touching (platform2 v)?> or <touching (platform3 v)?>>>> then\n set [exit v] to [die]\nend\n\ndefine Game win\nset rotation style [all around v]\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\nshow\nset size to (30) %\nset [ghost v] effect to (0)\nset rotation style [left-right v]\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\nwhen flag clicked\nset [tim v] to [.1]\nforever\n set [tim v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (tim)\nbroadcast (k v)\nbroadcast (thum v)\n\nwhen I receive [k v]\nhide\n\nwhen [s v] key pressed\nset [in v] to [1]\n\nwhen I receive [thum v]\nhide\n\n@platform\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-11]\nset [y v] to [-30]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [115] y: [600]\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: [800] y: [0]\n Clone at x: [640] y: [150]\n Clone at x: [950] y: [-13]\n Clone at x: [930] y: [-13]\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: [550] 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 1-1 \(2\) 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 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 [green flag v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [play. game v]\nforever\n if <(costume [number v]) = [29]> then\n broadcast (game done.com v)\n end\nend\n\n@coins\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED MAX) = (collected)> then\n broadcast (op v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide variable [mouse v]\nset [collected v] to [0]\nhide\nset [y v] to [-16]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 \(1\) v)\n Clone at x: [-134] y: [-36]\n Clone at x: [376] y: [-95]\n Clone at x: [1106] y: [-25]\n Clone at x: [1329] y: [-5]\n Clone at x: [1481] y: [-17]\n Clone at x: [1748] y: [-14]\n Clone at x: [1814] y: [-4]\n Clone at x: [1860] y: [-14]\n Clone at x: [2037] y: [40]\n Clone at x: [990] y: [-32]\n Clone at x: [1214] y: [-35]\n Clone at x: [2015] y: [-29]\n Clone at x: [571] y: [287]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [347] y: [-66]\n Clone at x: [608] y: [-18]\n Clone at x: [737] y: [34]\n Clone at x: [65] y: [-14]\n Clone at x: [1445] y: [0]\n Clone at x: [568] y: [179]\n Clone at x: [1819] y: [83]\n Clone at x: [1819] y: [-8]\n Clone at x: [1819] y: [-100]\n Clone at x: [2588] y: [78]\n Clone at x: [2886] y: [78]\n Clone at x: [3188] y: [78]\n Clone at x: [3519] y: [78]\n Clone at x: [3816] y: [78]\n Clone at x: [4121] y: [78]\n Clone at x: [2285] y: [78]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 2 v)\n Clone at x: [-9] y: [-25]\n Clone at x: [429] y: [71]\n Clone at x: [871] y: [-96]\n Clone at x: [934] y: [17]\n Clone at x: [853] y: [138]\n Clone at x: [1208] y: [214]\n Clone at x: [1451] y: [221]\n Clone at x: [1613] y: [114]\n Clone at x: [1884] y: [110]\n Clone at x: [1884] y: [142]\n Clone at x: [1884] y: [174]\n end\n end\nend\nset [x v] to [6656446455455645]\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 start as a clone\nchange [collected max v] by (1)\n\nwhen I receive [k v]\nhide\n\nwhen [r v] key pressed\nbroadcast (reset v)\nbroadcast (setup v)\nbroadcast (play. game v)\n\n@portal\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [name v]) = [open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide variable [mouse v]\nset [collected max v] to [0]\nset [collected v] to [0]\nhide\nset [y v] to [-16]\nif <(LEVEL) = [1]> then\n switch costume to (open2 v)\n Clone at x: [2860] y: [913]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (open2 v)\n Clone at x: [4302] y: [49]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open2 v)\n Clone at x: [2323] y: [69]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: ((y) + (pr))\nif <<(x) = (x position)> and <((y) + (pr)) = (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 [op v]\nswitch costume to (open v)\n\nwhen I receive [k v]\nhide\n\nwhen flag clicked\nforever\n set [pr v] to [7]\n forever\n repeat (15)\n change [pr v] by (0.5)\n end\n wait (0.1) seconds\n repeat (15)\n change [pr v] by (-0.5)\n end\n wait (0.1) seconds\n end\nend\n\n@platform2\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-11]\nset [y v] to [-30]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 4 v)\n Clone at x: [500] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [30] y: [400]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n Clone at x: [500] y: [0]\n Clone at x: [800] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [4]> then\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 [k v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [menu v]\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\ngo to x: (-26) y: (8)\n\nwhen flag clicked\nhide\n\nwhen I receive [g v]\nrepeat (70)\n wait (0.0000000001) seconds\n change [ghost v] effect by (2)\nend\n\nwhen I receive [k v]\nhide\n\nwhen I receive [thum v]\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (g v)\nrepeat (70)\n wait (0.00000000000000001) seconds\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nset [menu v] to [done]\n\nwhen I receive [menu v]\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\ngo to x: (-26) y: (8)\n\nwhen I receive [k v]\nhide\n\nwhen flag clicked\nswitch backdrop to (savanna3 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [thum v]\nhide\n\n@player 2\n\nwhen I receive [k v]\nhide\n\nwhen I receive [intro v]\npoint in direction (-90)\nhide\nwait (1) seconds\nshow\ngo to x: (-4) y: (-169)\nset size to (30) %\nset [ghost v] effect to (0)\nwait (9) seconds\nglide (2) secs to x: (-179) y: (-169)\nwait (8) seconds\nglide (2.5) secs to x: (30) y: (-169)\nwait (1.5) seconds\npoint in direction (90)\nwait (1.5) seconds\npoint in direction (-90)\nwait (1.5) seconds\npoint in direction (90)\nwait (1.5) seconds\npoint in direction (-90)\nhide\nswitch backdrop to (savanna v)\nset [in v] to [1]\n\n@player 3\n\nwhen I receive [k v]\nhide\n\nwhen I receive [intro v]\nhide\nwait (1) seconds\nshow\ngo to x: (79) y: (-127)\nset size to (30) %\nset [ghost v] effect to (0)\nwait (13) seconds\npoint in direction (-90)\nset rotation style [left-right v]\nwait (1) seconds\nglide (3) secs to x: (274) y: (-127)\nhide\n\n@Butterfly 1\n\nwhen flag clicked\nforever\n if <(in) = [1]> then\n hide\n end\nend\n\nwhen I receive [k v]\nhide\n\nwhen I receive [intro v]\nhide\ngo to x: (-3) y: (-75)\nwait (3) seconds\nshow\nwait (2) seconds\ngo to x: (-15) y: (-73)\nglide (2) secs to x: (-151) y: (-69)\n\n@platform3\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [-11]\nset [y v] to [-50]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 4 v)\n Clone at x: [500] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [650] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 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 else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: ((y) + (lr))\nif <<(x) = (x position)> and <((y) + (lr)) = (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 [k v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [2]> or <<(LEVEL) = [3]> or <(LEVEL) = [1]>>> then\n set [lr v] to [4]\n forever\n repeat (10)\n change [lr v] by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change [lr v] by (-2)\n end\n wait (0.1) seconds\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [k v]\nshow\n\nshow\n\n | arrow keys to move.\nAvoid spikes and lave.\nGet to the portal to progress to the next level.\nThere are four levels: desert , ice , jungle , mountain.\nFirst 5000 to love and fav will receive a follow from me.\nplease love and fave I spent 8 months on this |
Adventure || a platformer #games | @Stage\n\nwhen stage clicked\nforever\n if <(backdrop [number v]) = [3]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@trampolin\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n change y by (-10)\n wait (0.8) seconds\n change y by (10)\n end\nend\n\nwhen I receive [starty v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nhide\n\n@Portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [starty v]\nshow\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 [starty v]\nbroadcast (1 v)\nforever\n if <touching (portal v)?> then\n go to x: (-209) y: (-80)\n broadcast (next v)\n change [level v] by (1)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-80)\n end\n if <touching (lava v)?> then\n go to x: (-209) y: (-80)\n end\n if <touching (saws v)?> then\n go to x: (-209) y: (-80)\n end\nend\n\nwhen I receive [starty v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nhide variable [level v]\n\nwhen I receive [starty v]\nshow\nshow variable [level v]\nset [level v] to [1]\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-209) y: (-80)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n 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 (ground v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampolin v)?> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-209) y: (-80)\n\nwhen flag clicked\nforever\n switch costume to (costume)\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen [space v] key pressed\nbroadcast (STARTY v)\n\nwhen I receive [starty v]\nshow\n\n@spike\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [starty v]\nshow\n\n@lava\n\nwhen flag clicked\ngo to x: (15) y: (-20)\nswitch costume to (costume1 v)\nhide\nforever\n change y by (5)\n wait (0.5) seconds\n change y by (-5)\n wait (0.5) seconds\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [starty v]\nshow\n\nchange x by (-5)\n\nchange x by (5)\n\nwhen [s v] key pressed\nbroadcast (next v)\nchange [level v] by (1)\n\nwhen I receive [next v]\nif <(level) = [12]> then\n forever\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [1]\n\nwhen flag clicked\nforever\n if <(costume) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [2]\n\nwhen flag clicked\nforever\n if <(costume) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [3]\n\nwhen flag clicked\nforever\n if <(costume) = [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [4]\n\nwhen flag clicked\nforever\n if <(costume) = [4]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [5]\n\nwhen flag clicked\nforever\n if <(costume) = [5]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [6]\n\nwhen flag clicked\nforever\n if <(costume) = [6]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [7]\n\nwhen flag clicked\nforever\n if <(costume) = [7]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [8]\n\nwhen flag clicked\nforever\n if <(costume) = [8]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen this sprite clicked\nset [costume v] to [9]\n\nwhen flag clicked\nforever\n if <(costume) = [9]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen this sprite clicked\nbroadcast (STARTY v)\n\nwhen backdrop switches to [blue sky 2 2 v]\nhide\n\nwhen this sprite clicked\nbroadcast (STARTY v)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [starty v]\nswitch backdrop to (blue sky 2 v)\n\n@Sprite11\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nswitch backdrop to (blue sky 2 2 v)\n\nwhen backdrop switches to [blue sky 2 2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [starty v]\nhide\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\n@Sprite12\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\n go to [front v] layer\nend\nbroadcast (show v)\nswitch backdrop to (backdrop1 v)\n\n | Sequel https://scratch.mit.edu/projects/410979628/\nUse arrow keys, WASD or mobile to move \nAvoid spikes and lava \nIf you click my skins you can choose into nine different skins \nSkins are free \nPress s to skip a level and r to restart\nArrive to the flag\n----------------------------Credit---------------------------------------------\n@freezenova for thumbnail letters \nThe rest by me\nArt is 75% of this\nhttps://scratch.mit.edu/projects/409832743/\n---------------------------------------------------------------------------------Please leave a love and a fave I work a lot on this \n( more than 15 hours) |
Cloud Platformer Engine | @Stage\n\n@Players\n\ndefine Movement (id)\nshow\nthink (Bubble)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nSet Costume\nSave My Data\n\nwhen I receive [initialise v]\nset rotation style [left-right v]\nset [speed y v] to [0]\nset [falling? v] to [10]\nhide\nset [bubble v] to (username)\nset [clone id v] to [0]\nrepeat (11)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Player (id) (length)\nif <not <(id) = [11]>> then\n if <(item (id) of [active check v]) = [Off]> then\n hide\n else\n if <(item (((id) * (length)) - (0)) of [cloud list v]) = (Ground Costume)> then\n show\n think (item (((id) * (length)) - (3)) of [cloud list v])\n go to x: (item (((id) * (length)) - (6)) of [cloud list v]) y: (item (((id) * (length)) - (5)) of [cloud list v])\n switch costume to (item (((id) * (length)) - (2)) of [cloud list v])\n point in direction (item (((id) * (length)) - (1)) of [cloud list v])\n else\n hide\n end\n end\nelse\n hide\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (9999) to (999999)) to [my list v]\nadd (Bubble) to [my list v]\nadd (costume [number v]) to [my list v]\nadd (direction) to [my list v]\nadd (Ground Costume) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n Player (Clone ID) [7]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen [any v] key pressed\nif <key (1 v) pressed?> then\n set [bubble v] to (item (1) of [messages v])\nelse\n if <key (2 v) pressed?> then\n set [bubble v] to (item (2) of [messages v])\n end\nend\nwait (2) seconds\nset [bubble v] to (username)\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (7)) - (4)) 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) * (7)) - (4)) 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 (1) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [do thingy v]\nDecode Data\nUpdate Players List [1]\nwait (1) seconds\nDecode Data\nUpdate Players List [2]\n\n@Ground\n\nwhen I receive [tick v]\nset [ground costume v] to (costume [number v])\n\n@Banners\n\ndefine Turbo mode detector\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n set [turbo mode? v] to [false]\nelse\n set [turbo mode? v] to [true]\n broadcast (Turbo Mode v) and wait\nend\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (1) seconds\n hide\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen I receive [you have been booted. v]\nswitch costume to (booted v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<<<key (any v) pressed?> or <(username) = [Cloud-Multiplayer]>> or <mouse down?>> or <(Full?) = [True]>> then\n set [moved? v] to [800]\nend\nchange [moved? v] by (-1)\nCheck (username)\nif <(Moved?) < [1]> then\n broadcast (You have been booted. v)\n stop [all v]\nend\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (7)) - (4)) of [cloud list v]) to [check v]\nend\nwait (2) seconds\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (7)) - (4)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen I receive [turbo mode v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (turbo mode v)\nshow\nstop [all v]\n\nwhen I receive [start v]\nforever\n Turbo mode detector\nend\n\ndefine Check (username)\nset [i v] to [0]\ndelete all of [other check v]\nrepeat (10)\n change [i v] by (1)\n if <<not <(i) = (@PlayerSlot)>> and <not <(item (i) of [active check v]) = [Off]>>> then\n add (item ((i) * (4)) of [cloud list v]) to [other check v]\n end\nend\nset [i v] to [0]\nrepeat (length of [other check v])\n change [i v] by (1)\n if <<(item (i) of [other check v]) = (username)> and <(@PlayerSlot) < (i)>> then\n set [@playerslot v] to [0]\n end\nend\n\nif << (Other check) contains (username)?> and <(@PlayerSlot) < (i)>> then\n set [@playerslot v] to [0]\nend\n\n@Thumbnail\n\nwhen I receive [initialise v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n | |
+ - Math - A Scrolling Platformer × ÷ | @Stage\n\nwhen I receive [start v]\nforever\n play sound [Loud Pipes v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to [230]\nset [scroll y v] to (item ([costume # v] of [floor v]) of [starting y v])\nset size to (100) %\nshow\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n if <(glitch) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\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 if <touching (floor v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (floor v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (floor v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <touching (hazards v)?> then\n point in direction (90)\n set [scroll x v] to [230]\n set [scroll y v] to (item ([costume # v] of [floor v]) of [starting y v])\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <touching (bouncy v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (goal v)?> then\n wait () seconds\n set size to (100) %\n point in direction (90)\n set [pixelate v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to (item (([costume # v] of [floor v]) + (1)) of [starting y v])\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next v)\n wait () seconds\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nforever\n set [distance v] to (round (((round (distance to [goal v])) - (40)) / (1.5)))\nend\n\n@Floor\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nbroadcast (start v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\n\n@Goal\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\ngo to x: (0) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\ngo to x: ((Scroll X) + (item (((([costume # v] of [floor v]) - (1)) * (2)) + (1)) of [goal positions v])) y: ((Scroll Y) + (item (((([costume # v] of [floor v]) - (1)) * (2)) + (2)) of [goal positions v]))\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\n@meters away\n\nwhen I start as a clone\nif <<<<<<([costume # v] of [floor v]) = [5]> or <([costume # v] of [floor v]) = [10]>> or <([costume # v] of [floor v]) = [15]>> or <([costume # v] of [floor v]) = [18]>> or <([costume # v] of [floor v]) = [20]>> or <([costume # v] of [floor v]) = [21]>> then\n hide\nelse\n show\nend\nset [ghost v] effect to (50)\n\ndefine Clone\nswitch costume to (glitch v)\ngo to x: (225) y: (160)\nset [temp v] to (length of (Distance))\nrepeat (length of (Distance))\n switch costume to (join [_] (letter (temp) of (Distance)))\n create clone of (_myself_ v)\n change x by (-25)\n change [temp v] by (-1)\nend\nchange x by (-5)\nswitch costume to (_g v)\ncreate clone of (_myself_ v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n broadcast (Delete Clones v)\n Clone\nend\n\n@Elements\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\n@Hazards\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\n@Bouncy\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\n@Congrats!\n\nwhen flag clicked\nhide\ngo to [front v] layer\nhide variable [your time v]\nhide variable [☁ world record v]\nset [your time v] to [???]\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nset [your time v] to (timer)\nif <(Your Time) < (☁ World Record)> then\n set [☁ world record v] to (Your Time)\nend\nshow variable [your time v]\nshow variable [☁ world record v]\n\ndefine Reset World Record\nif <(username) = [Twin138956Scratch]> then\n set [☁ world record v] to [99999.999]\nend\n\n | + - × ÷ × - +\n\nDISCLAIMER: You might want to click the flag twice.\n\n+ - × ÷ × - +\n\nA or D/Left or Right Keys: Move\nW or Up Key: Jump\n\n+ - × ÷ × - + |
A Touch of Color [Demo: Puzzle Platformer] | @Stage\n\nwhen flag clicked\nforever\n play sound [nature v] until done\nend\n\nwhen I receive [play v]\nforever\n play sound [Dark Music - Fatal Lullaby.mp3 v] until done\nend\n\n@Sprite6\n\n@WPlayer\n\nmove (-5) steps\n\nwhen flag clicked\nforever\n if <color (#ffe9cc) is touching (#82c8ff)?> then\n change [yv v] by (0.4)\n change y by (-1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n set [yv v] to [0]\n end\n if <key (w v) pressed?> then\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n set [yv v] to [7]\n else\n change [yv v] by (0.6)\n end\n end\n change y by (1)\n set [yv v] to ((Yv) * (0.9))\n change [xv v] by ((<key (d v) pressed?> - <key (a v) pressed?>) * (0.1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [refresh level v]\nhide\nset [yv v] to [0]\nset [xv v] to [0]\nif <(Stage) = [1]> then\n Placement [1] [-215] [-110]\nend\nif <(Stage) = [2]> then\n Placement [2] [-155] [-50]\nend\nif <(Stage) = [4]> then\n Placement [3] [-115] [-100]\nend\nif <(Stage) = [5]> then\n Placement [4] [-215] [-110]\nend\nif <(Stage) = [6]> then\n Placement [2] [-215] [-110]\nend\nif <(Stage) = [3]> then\n Placement [1] [-200] [-57]\nend\nif <(Stage) = [7]> then\n Placement [7] [-220] [12]\nend\nif <(Stage) = [8]> then\n Placement [8] [95] [23]\nend\nshow\nwait (0.05) seconds\n\nwhen backdrop switches to [backdrop31 v]\nstop [other scripts in sprite v]\nhide\n\n\n\n change [yv v] by (0.1)\nend\nif <key (s v) pressed?> then\n change [yv v] by (-0.4)\nend\n\ndefine Placement (level) (x) (y)\ngo to x: (x) y: (y)\n\nif <(Stage) = [1]> then\n\nforever\n\nwhen I receive [play v]\nset [level v] to [1]\nPlacement [1] [-215] [-110]\nset [weapon amount v] to [0]\nshow\nforever\n set [nusdna nblkc dfv lkjasdvb lkajdsfvlkjb v] to (direction)\n switch costume to (the ninja2 v)\n point in direction (90)\n if <(y position) < [-170]> then\n broadcast (refresh level v) and wait\n end\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (refresh level v) and wait\n end\n change [yv v] by (-0.5)\n if <key (d v) pressed?> then\n change [xv v] by (0.4)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.4)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change y by (1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change y by (1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change y by (1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change y by (1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change y by (1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (white v)?> or <touching (bplayer v)?>> then\n if <key (w v) pressed?> then\n set [yv v] to [7.5]\n end\n end\n change y by (1)\n point in direction (nusdna nblkc dfv lkjasdvb lkajdsfvLKJB)\n switch costume to (the ninja v)\n if <(Stage) = [5]> then\n go to [front v] layer\n go [backward v] (2) layers\n else\n go to [front v] layer\n end\nend\n\n@BPlayer\n\nwhen flag clicked\nforever\n if <color (#ffe9cc) is touching (#82c8ff)?> then\n change [yv v] by (0.4)\n change y by (-1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n set [yv v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n set [yv v] to [7]\n else\n change [yv v] by (0.6)\n end\n end\n change y by (1)\n set [yv v] to ((Yv) * (0.9))\n change [xv v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (0.1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [refresh level v]\nhide\nset [yv v] to [0]\nset [xv v] to [0]\nif <(Stage) = [1]> then\n Position [6] [-215] [28]\nend\nif <(Stage) = [2]> then\n Position [2] [-155] [-101]\nend\nif <(Stage) = [4]> then\n Position [3] [-200] [-100]\nend\nif <(Stage) = [5]> then\n Position [4] [-210] [32]\nend\nif <(Stage) = [6]> then\n Position [5] [-215] [28]\nend\nif <(Stage) = [3]> then\n Position [1] [-200] [-133]\nend\nif <(Stage) = [7]> then\n Position [7] [-220] [-115]\nend\nif <(Stage) = [8]> then\n Position [8] [-95] [23]\nend\nshow\nwait (0.05) seconds\n\nwhen backdrop switches to [backdrop31 v]\nstop [other scripts in sprite v]\nhide\n\ndefine Position (level) (x) (y)\ngo to x: (x) y: (y)\n\nif <(Level) = [1]> then\n Position [1] [-200] [-133]\nend\n\nwhen I receive [play v]\nshow\nset [level v] to [1]\nPosition [1] [-215] [28]\nset [weapon amount v] to [0]\nshow\nforever\n go to [front v] layer\n switch costume to (the ninja2 v)\n point in direction (90)\n if <(y position) < [-170]> then\n broadcast (refresh level v) and wait\n end\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (refresh level v) and wait\n end\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.4)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.4)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change y by (1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change y by (1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change y by (1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change y by (1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change y by (1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (black v)?> or <touching (wplayer v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [7.5]\n end\n end\n change y by (1)\n point in direction (direction)\nend\n\n@BGround\n\nwhen flag clicked\nhide\nset [stage v] to [1]\ngo to x: (0) y: (2)\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [play v]\nshow\n\n@bakcground\n\nchange [color v] effect by (25)\n\nwhen flag clicked\n\nset size to (100) %\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo [backward v] (12000) layers\nforever\n change [sine1 v] by (1)\n set y to ((.8) * ((0) + (([sin v] of ((sine1) * (3)) ) * (4))))\nend\n\ncreate clone of (_myself_ v)\n\nswitch costume to (costume5 v)\nset [sine1 v] to [0]\nshow\ngo to x: (0) y: (0)\ngo [backward v] (1000) layers\ncreate clone of (_myself_ v)\nforever\n change [sine1 v] by (1)\n set y to ((0) + (([sin v] of ((sine1) * (3)) ) * (4)))\nend\n\n@WGround\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (2)\nforever\n switch costume to (Stage)\nend\n\n@Black\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Stage)\n set [ghost v] effect to (95)\nend\n\n@White\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Stage)\n set [ghost v] effect to (95)\nend\n\n@portal\n\nwhen I start as a clone\ngo to x: (portalX) y: (PortalY)\nchange y by (pick random (-5) to (5))\nchange x by (pick random (-5) to (5))\npoint in direction (pick random (1) to (360))\nswitch costume to (pick random (1) to (2))\nclear graphic effects\nset size to (pick random (15) to (30)) %\nshow\nrepeat (20)\n go to [front v] layer\n go [backward v] (2) layers\n move ((size) / (16)) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Create Portal\ncreate clone of (_myself_ v)\n\nturn right (5) degrees\n\ngo to (mouse-pointer v)\n\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n go to x: (portalX) y: (PortalY)\n Create Portal\n if <(Stage) = [1]> then\n set [portalx v] to [215]\n set [portaly v] to [-100]\n end\n if <(Stage) = [3]> then\n set [portalx v] to [220]\n set [portaly v] to [-133]\n end\n if <(Stage) = [2]> then\n set [portalx v] to [215]\n set [portaly v] to [-100]\n end\n if <(Stage) = [6]> then\n set [portalx v] to [215]\n set [portaly v] to [-100]\n end\n if <(Stage) = [4]> then\n set [portalx v] to [215]\n set [portaly v] to [-100]\n end\n if <(Stage) = [5]> then\n set [portalx v] to [215]\n set [portaly v] to [-100]\n end\n if <(Stage) = [7]> then\n set [portalx v] to [215]\n set [portaly v] to [-21]\n end\n if <(Stage) = [8]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Stage) = [8]> then\n delete this clone\n end\nend\n\n@portal2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (99)\nforever\n go to x: (portalX) y: (PortalY)\n if <<touching (wplayer v)?> and <touching (bplayer v)?>> then\n change [stage v] by (1)\n broadcast (refresh level v)\n end\nend\n\nbroadcast (BlackScreen v)\nwait (1) seconds\n\n@Sprite1\n\nwhen I receive [blackscreen v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@BGround2\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n if <(Stage) = [6]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n change [sine1 v] by (1)\n set y to ((90) + (([sin v] of ((sine1) * (5)) ) * (4)))\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-90)\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 this sprite clicked\nbroadcast (play v)\nhide\n\n@Sprite5\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n set y to ((0) + (([sin v] of ((sine1) * (5)) ) * (4)))\n if <(Stage) = [8]> then\n show\n else\n hide\n end\nend\n\n | |
horizon platformer | @Stage\n\nwhen flag clicked\ndelete all of [時間 v]\ndelete all of [状態 v]\ndelete all of [状態2 v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [start v]\nreset timer\nswitch backdrop to (3 v)\n\nwhen I receive [tugi v]\nadd (timer) to [時間 v]\nreset timer\n\n@クリア用\n\nwhen I receive [完了 v]\nあ\n\nset volume to (100) %\ngo to [back v] layer\nshow\n\nforever\n if <touching (主人公 v)?> then\n forever\n glide (0.5) secs to (主人公 v)\n end\n end\nend\n\nwhen I receive [start v]\nwait until <(backdrop [number v]) = [15]>\nbroadcast (clear v)\nif <(☁ world record) > (time)> then\n あい\nend\n\nwhen flag clicked\nset [kuria v] to [0]\n\nwhen I receive [clear v]\nset [kuria v] to [1]\n\ndefine あ\nrepeat (length of (username))\n add (letter (join (letter (番号) of (☁ あ)) (letter ((番号) + (1)) of (☁ あ))) of (名前読み込み)) to [saikoukiroku v]\n change [番号 v] by (2)\nend\nset [最高記録保持者 v] to (join (join (join (join (join (item (1) of [saikoukiroku v]) (item (2) of [saikoukiroku v])) (join (item (3) of [saikoukiroku v]) (join (item (4) of [saikoukiroku v]) (join (item (5) of [saikoukiroku v]) (item (6) of [saikoukiroku v]))))) (join (join (join (item (7) of [saikoukiroku v]) (item (8) of [saikoukiroku v])) (item (9) of [saikoukiroku v])) (item (10) of [saikoukiroku v]))) (join (item (11) of [saikoukiroku v]) (join (item (12) of [saikoukiroku v]) (item (13) of [saikoukiroku v])))) (join (item (14) of [saikoukiroku v]) (join (item (15) of [saikoukiroku v]) (join (join (item (16) of [saikoukiroku v]) (item (17) of [saikoukiroku v])) (join (item (18) of [saikoukiroku v]) (join (item (19) of [saikoukiroku v]) (item (20) of [saikoukiroku v])))))))\n\ndefine あい\ndelete all of [saikoukiroku v]\nset [☁ world record v] to (time)\nset [☁ あ v] to []\nset [番号 v] to [1]\nrepeat (length of (username))\n set [ローマ字位置 v] to [1]\n set [名前読み込み v] to [!!!!!!!!!ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_]\n repeat until <(letter (番号) of (username)) = (letter (ローマ字位置) of (名前読み込み))>\n change [ローマ字位置 v] by (1)\n end\n if <(length of (ローマ字位置)) = [1]> then\n set [ローマ字位置 v] to (join [0] (ローマ字位置))\n end\n set [☁ あ v] to (join (☁ あ) (ローマ字位置))\n change [番号 v] by (1)\nend\nbroadcast (完了 v)\n\nset [番号 v] to [1]\n\nwhen flag clicked\n\nrepeat (length of (username))\n add [] to [saikoukiroku v]\n change [番号 v] by (2)\nend\nset [最高記録保持者 v] to (join (join (join (join (join (item (1) of [saikoukiroku v]) (item (2) of [saikoukiroku v])) (join (item (3) of [saikoukiroku v]) (join (item (4) of [saikoukiroku v]) (join (item (5) of [saikoukiroku v]) (item (6) of [saikoukiroku v]))))) (join (join (join (item (7) of [saikoukiroku v]) (item (8) of [saikoukiroku v])) (item (9) of [saikoukiroku v])) (item (10) of [saikoukiroku v]))) (join (item (11) of [saikoukiroku v]) (join (item (12) of [saikoukiroku v]) (item (13) of [saikoukiroku v])))) (join (item (14) of [saikoukiroku v]) (join (item (15) of [saikoukiroku v]) (join (join (item (16) of [saikoukiroku v]) (item (17) of [saikoukiroku v])) (join (item (18) of [saikoukiroku v]) (join (item (19) of [saikoukiroku v]) (item (20) of [saikoukiroku v])))))))\n\n@主人公\n\nwhen flag clicked\nhide\nset [time v] to [0]\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [clear v]\nif <(time) > [15]> then\n set [a v] to [1]\n stop all sounds\n if <(☁ world record) > (time)> then\n set [☁ world record v] to (time)\n end\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [clear v]\nstop all sounds\nset volume to (0) %\n\ndefine 青振れチェック\nif <<touching color (#00d567)?> or <touching color (#0047ff)?>> then\n change y by (1)\nend\n\ndefine 青振れ2\nif <<touching color (#00d567)?> or <touching color (#0047ff)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\n\ndefine y (あげる)\nchange y by (あげる)\n\nwhen I receive [start v]\nforever\n if <mouse down?> then\n if <(mouse x) > [10]> then\n change [x v] by (1)\n point in direction (90)\n end\n if <(mouse x) < [-10]> then\n change [x v] by (-1)\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <mouse down?> then\n if <(mouse y) < [-105]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <mouse down?> then\n if <(mouse y) > (y position)> then\n set [y v] to [15]\n change y by (3)\n wait (1.5) seconds\n end\n end\nend\n\nwhen I receive [start v]\ndelete all of [x v]\ndelete all of [y v]\nset [リプレイ v] to [0]\nshow\nset volume to (100) %\nset size to (100) %\nshow\ngo to x: (-180) y: (50)\nset [x v] to [0]\nset [y v] to [0]\nreset timer\nforever\n if <(リプレイ) = [1]> then\n stop [this script v]\n end\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> 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 青振れチェック\n 青振れチェック\n 青振れチェック\n if <<touching color (#00d567)?> or <touching color (#0047ff)?>> then\n change y by (1)\n if <<touching color (#00d567)?> or <touching color (#0047ff)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > [-10]> 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 [x v] to [0]\n end\n end\n end\n change y by (y)\n 青振れ2\n y [-1]\n if <<key (up arrow v) pressed?> and <<touching color (#00d567)?> or <touching color (#0047ff)?>>> then\n start sound [ジャンプ2 v]\n set [y v] to [15]\n end\n 黄色チェック\n if <<touching color (#838383)?> or <touching color (#323232)?>> then\n wait (0.05) seconds\n go to x: (-200) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#00f7ff)?> then\n set [y v] to [23]\n end\n if <(x position) > [233]> then\n broadcast (tugi v)\n go to x: (-196) y: (50)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n change y by (1)\n if <(y position) < [-180]> then\n go to x: (-180) y: (50)\n end\nend\n\nwhen I receive [start v]\nset [a v] to [0]\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\n if <(a) = [1]> then\n stop [this script v]\n end\nend\n\nstart sound [bgm v]\n\nwhen I receive [start v]\nplay sound [春風 v] until done\nplay sound [春風 v] until done\nplay sound [春風 v] until done\nplay sound [春風 v] until done\nplay sound [春風 v] until done\nplay sound [春風 v] until done\nplay sound [春風 v] until done\nplay sound [春風 v] until done\n\nwhen flag clicked\n\nforever\n if <(☁ world record) = [0]> then\n set [☁ world record v] to (☁ 仮record)\n if <(c) = [1]> then\n stop [this script v]\n end\n end\nend\n\nbroadcast (tugi v)\n\nwhen I receive [tugi v]\nnext backdrop\n\nwhen I receive [start v]\ndelete all of [背景 v]\nrepeat until <(リプレイ) = [1]>\n add (x position) to [x v]\n add (y position) to [y v]\n add (costume [name v]) to [状態 v]\n add (direction) to [状態2 v]\n add (backdrop [name v]) to [背景 v]\nend\n\nwait (0.5) seconds\n\nwhen [space v] key pressed\nif <(kuria) = [1]> then\n broadcast (リプレイ v)\n set [リプレイ v] to [1]\n set [kuria v] to [0]\nend\n\nwhen I receive [リプレイ v]\nswitch backdrop to (3 v)\nrepeat until <(length of [x v]) = [0]>\n go to x: (item (1) of [x v]) y: (item (1) of [y v])\n switch costume to (item (1) of [状態 v])\n 削除\nend\n\ndefine 削除\nswitch backdrop to (item (1) of [背景 v])\npoint in direction (item (1) of [状態2 v])\ndelete (1) of [x v]\ndelete (1) of [y v]\ndelete (1) of [状態 v]\ndelete (1) of [状態2 v]\ndelete (1) of [背景 v]\n\n@タイトル\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nforever\n if <[39] < (direction)> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n turn right (1) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n point in direction (0)\n wait (1) seconds\nend\n\n@アイコン\n\nwhen I receive [op終わりぃぃ! v]\nwait (0.5) seconds\nglide (0.3) secs to x: (0) y: (0)\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\nwhen flag clicked\nset [変数 v] to [1]\nshow\nset size to (20) %\ngo to x: (0) y: (-100)\npoint in direction (90)\ngo to x: (0) y: (-150)\nwait (0.001) seconds\nrepeat (51)\n change y by (変数)\n turn right (7) degrees\n change [変数 v] by (0.1)\nend\nturn right (3) degrees\ngo to x: (0) y: (0)\nset size to (100) %\nrepeat (22)\n change size by (-1)\nend\nrepeat (29)\n change x by (-3)\n change y by (-1)\nend\nbroadcast (文字ぃぃ! v)\nrepeat (4)\n change x by (-3)\n change y by (-1)\nend\nbroadcast (動け! v)\n\nwhen I receive [動け! v]\nrepeat (10)\n turn right (15) degrees\n wait (0.1904) seconds\n turn left (30) degrees\n wait (0.1904) seconds\n turn right (15) degrees\nend\n\n@文字1\n\nwhen I receive [op終わりぃぃ! v]\nwait (0.5) seconds\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [文字ぃぃ! v]\nshow\nset size to (33) %\ngo to x: (235) y: (-40)\nrepeat (6)\n change x by (-7)\n change size by (7)\nend\nbroadcast (タイトルぅぅ! v)\nrepeat (4)\n change x by (-7)\n change size by (7)\nend\n\nwhen flag clicked\nhide\n\n@文字2\n\nwhen flag clicked\nhide\nset size to (19) %\n\nwhen I receive [タイトルぅぅ! v]\ngo to x: (0) y: (170)\nshow\nrepeat (1)\n repeat (50)\n change y by (-0.8)\n change size by (4)\n end\nend\nwait (0.1904) seconds\nbroadcast (OP終わりぃぃ! v)\n\nwhen I receive [op終わりぃぃ! v]\nwait (0.5) seconds\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\n@スプライト6\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\nhide variable [☁ world record v]\nhide variable [最高記録保持者 v]\nhide variable [time v]\n\nwhen I receive [start v]\nshow variable [time v]\nshow variable [最高記録保持者 v]\nshow variable [☁ world record v]\nshow\n\n | これは@karikunn様とのコラボ作品です!\n@karikunn様の作品!↓\nhttps://scratch.mit.edu/projects/410523981\n\n\n@rento1904のフォロー↓\nhttps://scratch.mit.edu/users/rento1904/\n\n@rento1904の過去のアクションゲーム集\nhttps://scratch.mit.edu/studios/26713045/\n\n\n日本語説明は下でーす\n\nYou can jump with the up key.\nYou can move with the left and right keys and crouch with the down key.\n\n\n上キーでジャンプ、左右キーで移動、下キーでしゃがみます。\n\n\n音‥https://scratch.mit.edu/projects/112534706/\n ありがとうございます!\n\nリプレイの案‥@yessusitarou様(中は完全自作)\n参考・@nakaokun様、@KOBANEKO521様\nOP‥ha_na827様\n 神オープニング!!\n#games \n#rentogames\n#ranto1904\n#rento\n#action\n#square\n#squareaction\n#2020\n#platformer\n#karikunn 様 |
Elements 6:The Finale || A Scrolling Platformer #games #all | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen [t v] key pressed\nhide variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nstop all sounds\nset volume to (100) %\nswitch backdrop to (castle v)\nforever\n play sound [Super World v] until done\nend\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen I receive [win!! v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\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 (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 if <(EXIT) = [end]> then\n Game - End\n stop [this script v]\n else\n Game - Die\n end\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (340) %\nclear graphic effects\nshow\n\nwhen I receive [green flag v]\nhide\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) + (10))>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (7)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <<(y) < [-180]> or <touching (spikes 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)?> or <touching (moving platforms v)?>> then\n repeat (15)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-15)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving 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 Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\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 (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 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 Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nhide\n\ndefine Game - End\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\nwait (1) seconds\nbroadcast (WIN!! v)\nstop [other scripts in sprite v]\nstop [this script v]\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) - (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: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7.1 v)\n Clone at x: [0] y: [360]\n Clone at x: [470] y: [0]\n Clone at x: [0] y: [-360]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8.1 v)\n Clone at x: [1220] y: [0]\n Clone at x: [800] y: [330]\n Clone at x: [470] y: [0]\n Clone at x: [600] y: [-330]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9.1 v)\n Clone at x: [700] y: [330]\n Clone at x: [1240] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 10.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [11]> then\n switch costume to (level 11.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [950] y: [0]\n Clone at x: [470] y: [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\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 [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [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: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level7.1 v)\n Clone at x: [0] y: [360]\n Clone at x: [470] y: [0]\n Clone at x: [0] y: [-360]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level8.1 v)\n Clone at x: [1220] y: [0]\n Clone at x: [800] y: [330]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level9.1 v)\n Clone at x: [700] y: [330]\n Clone at x: [1240] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level10.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [11]> then\n switch costume to (level11.1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [950] y: [0]\n Clone at x: [470] y: [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\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 [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Exit\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(LEVEL) < [11]> then\n set [exit v] to [win]\n else\n set [exit v] to [end]\n end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (exit v)\n Clone at x: [1725] y: [0]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1705] y: [0]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [1490] y: [175]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [1725] y: [0]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [1600] y: [140]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [1440] y: [25]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [1700] y: [25]\n else\n if <(LEVEL) = [8]> then\n Clone at x: [2840] y: [335]\n else\n if <(LEVEL) = [9]> then\n Clone at x: [2245] y: [540]\n else\n if <(LEVEL) = [10]> then\n Clone at x: [2640] y: [0]\n else\n if <(LEVEL) = [11]> then\n Clone at x: [2200] y: [0]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Moving Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(direction) = [h]> then\n Position (((x) - (SCROLL X)) + (([cos v] of ((timer) * (speed)) ) * (distance))) ((y) - (SCROLL Y))\nelse\n Position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (speed)) ) * (distance)))\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [8]> then\n Clone at x: [570] y: [-45] Distance [200] Speed [70] Direction [h] Costume [1]\n Clone at x: [1600] y: [70] Distance [200] Speed [70] Direction [v] Costume [2]\nelse\n if <(LEVEL) = [9]> then\n Clone at x: [230] y: [70] Distance [200] Speed [70] Direction [v] Costume [3]\n Clone at x: [1300] y: [330] Distance [200] Speed [70] Direction [h] Costume [4]\n else\n if <(LEVEL) = [11]> then\n Clone at x: [1320] y: [-45] Distance [200] Speed [70] Direction [h] Costume [1]\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) Distance (distance) Speed (speed) Direction (direction) Costume (costume)\npoint in direction (90)\nset [direction v] to (direction)\nset [distance v] to (distance)\nset [speed v] to (speed)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Win Screen\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (0.7) seconds\nhide\nbroadcast (Outro v)\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (particle v)\n set size to (100) %\n show\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (20) to (30))\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n end\n delete this clone\nend\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nClone Sprite ID [Back] # [1]\nwait (0.7) seconds\nClone Sprite ID [Dot] # [1]\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n go to [back v] layer\n switch costume to (back v)\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot]> then\n go to x: (0) y: (200)\n show\n go to [front v] layer\n switch costume to (dot v)\n set [i v] to [-1]\n repeat (20)\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n change y by ((I) / (2.5))\n end\n repeat (5)\n switch costume to (nothing v)\n change size by (((10000) - (size)) / (16))\n switch costume to (dot v)\n end\n wait (0.5) seconds\n Clone Sprite ID [JC] # [1]\nend\n\nwhen I start as a clone\nif <(Clone) = [JC]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (jc v)\n set size to (2) %\n Grow to size [100]\n wait (0.7) seconds\n switch costume to (spin1 v)\n repeat (30)\n switch costume to ((costume [number v]) + (2))\n if <(costume [number v]) > [12]> then\n switch costume to (spin1 v)\n end\n end\n broadcast (Name v)\nend\n\ndefine Grow to size (size)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((size) - (size)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((size) - (size)) / (8)))\n change size by (Bounce)\nend\n\nwhen I start as a clone\nif <(Clone) = [J]> then\n go to x: (-135) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter1 v)\n Jump to y [-120]\nend\n\ndefine Jump to y (y)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((y) - (y position)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((y) - (y position)) / (8)))\n change y by (Bounce)\nend\n\nwhen I receive [name v]\nrepeat (1)\n delete this clone\nend\nClone Sprite ID [Ninja] # [1]\nwait (0) seconds\nClone Sprite ID [J] # [1]\nwait (0) seconds\nClone Sprite ID [C] # [1]\nwait (0) seconds\nClone Sprite ID [_] # [1]\nwait (0) seconds\nClone Sprite ID [P] # [1]\nwait (0) seconds\nClone Sprite ID [r] # [1]\nwait (0) seconds\nClone Sprite ID [o1] # [1]\nwait (0) seconds\nClone Sprite ID [G] # [1]\nwait (0) seconds\nClone Sprite ID [o2] # [1]\nwait (0) seconds\nClone Sprite ID [l] # [1]\nwait (0) seconds\nClone Sprite ID [d] # [1]\nwait (1.5) seconds\nClone Sprite ID [Square] # [1]\nwait (0.7) seconds\nClone Sprite ID [Logo] # [1]\n\nwhen I start as a clone\nif <(Clone) = [C]> then\n go to x: (-105) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter2 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [_]> then\n go to x: (-75) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter3 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [P]> then\n go to x: (-45) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter4 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [r]> then\n go to x: (-15) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter5 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [o1]> then\n go to x: (15) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter6 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [G]> then\n go to x: (45) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter7 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [o2]> then\n go to x: (75) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter8 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [l]> then\n go to x: (105) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter9 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [d]> then\n go to x: (135) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter10 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [Ninja]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (ninja v)\n set size to (2) %\n Grow to size [100]\nend\n\ndefine Smooth (x) (y) (s) (d) (g)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (s)> and <(round (direction)) = (d)>>>>\n change x by (((x) - (x position)) / (5))\n change y by (((y) - (y position)) / (5))\n change size by (((s) - (size)) / (5))\n turn right (((d) - (direction)) / (5)) degrees\n change [ghost v] effect by (g)\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n show\n go to [front v] layer\n go to x: (0) y: (1000)\n switch costume to (square v)\n Smooth [0] [-370] [100] [90] [0]\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (logo v)\n set size to (2) %\n Grow to size [100]\n wait (0.7) seconds\n Clone Sprite ID [Particles] # [15]\n glide (0.1) secs to x: (226) y: (-100)\n hide\n wait (1.5) seconds\n broadcast (Start v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n Clone Sprite ID [Particles] # [15]\n repeat (18)\n turn right (20) degrees\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro v]\nwait (10) seconds\nrepeat (50)\n change volume by (-2)\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Start v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Outro\n\nwhen I receive [outro v]\nClone Sprite ID [Back] [1]\nClone Sprite ID [OC] [1]\nClone Sprite ID [Name] [1]\nClone Sprite ID [Projects] [1]\nbroadcast (Show v)\n\nwhen flag clicked\nhide\nswitch costume to (text v)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(Clone) = [OC]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-30)\n go to [front v] layer\n switch costume to (oc v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [tan v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ([tan v] of (TAN) ))\n change [tan v] by (1)\n else\n change size by (((100) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ([tan v] of (TAN) ))\n change [tan v] by (1)\n end\n end\nend\n\ndefine Clone Sprite ID (id) (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Projects]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (projects v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n set y to (([sin v] of ((timer) * (300)) ) * (7))\n end\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro v] until done\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (130)\n go to [front v] layer\n switch costume to (name v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([sin v] of ((timer) * (500)) ) * (7)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (back v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen I receive [show v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@TN\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nhide\n\n | Welcome to Elements 6. Yes, I know, this may not seem like my best effort but I actually started working on it like 8 months ago. Then I took a big break. So don't be mean and say it isn't my best work.\n\n★★★ CONTROLS ★★★\n• Move - Arrow keys, WASD or use the mouse\n• Wall jump - Jump onto a wall and hold the up arrow key and either the right or left arrow key depending on which side the of the wall you are on\n\nThat is it... |
color|| a mini platformer | @Stage\n\nwhen flag clicked\nforever\n change [color v] effect by (-2)\nend\n\n@level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level #)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\n@player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nset [ghost v] effect to (10)\nset size to (100) %\nrepeat (30)\n change size by (-5)\n change [ghost v] effect by (6)\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 (costume2 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 (costume3 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 broadcast (red stuff 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 flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n change y by (2)\n if <touching (sprite1 v)?> then\n change y by (2)\n if <touching (sprite1 v)?> then\n change y by (2)\n if <touching (sprite1 v)?> then\n change y by (2)\n if <touching (sprite1 v)?> then\n change y by (2)\n end\n end\n end\n end\n end\nend\n\n@evil stuff\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@jump pad\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@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 #) = [5]> then\n go to x: (224) y: (-70)\n end\n if <(level #) = [6]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [10]> 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 #) = [5]> then\n go to x: (224) y: (-70)\n end\n if <(level #) = [6]> then\n go to x: (212) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n if <(level #) = [10]> then\n hide\n end\nend\n\nforever\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 color: a platformer!] for (2.5) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (15) layers\nset [ghost v] effect to (35)\nforever\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\n@cooltext-357147001686689\n\nwhen flag clicked\nforever\n hide\n if <(level #) = [10]> then\n show\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\ngo to [front v] layer\n\n@cooltext-357146665097187\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [red stuff v]\ngo to x: (2) y: (0)\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (2) y: (0)\nrepeat (20)\n change y by (17.3)\nend\nset [ghost v] effect to (100)\n\nrepeat (20)\n change y by (-17.3)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | thanks for 50 loves ^^\nsrry abt the thumbnail thing, i fixed it!\n |
Scrolling Platformer Template Uncolored | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Arp Bounce - Geographer _ Royalty Free Music - No Copyright Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (forward 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 []\nplay sound [Hit v] until done\nrepeat (26)\n change [ghost v] effect by (4)\nend\n\ndefine Test- Death :(\nif <<touching color (#ff0000)?> or <touching (lava v)?>> 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 (16) degrees\n change size by (-1.1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\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 (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] 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 (game end v)\n Clone at x: [500] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n change [coin total v] by (1)\n if <(Collected) = (Max Collected)> then\n broadcast (Portal open v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nset [collected v] to [0]\nset [max collected v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [0] y: [30]\n Clone x: [650] y: [100]\n Clone x: [970] y: [60]\nelse\n if <(LEVEL) = [2]> then\n wait (0) seconds\n Clone x: [180] y: [130]\n Clone x: [615] y: [130]\n Clone x: [630] y: [200]\n else\n if <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [300] y: [50]\n Clone x: [600] y: [170]\n Clone x: [930] y: [50]\n Clone x: [950] y: [400]\n Clone x: [1400] y: [400]\n change [max collected v] by (-2)\n else\n if <(LEVEL) = [4]> then\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collected v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coin total v] to [0]\nhide\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 [w i n]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed v)\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1594] y: [58]\nelse\n Clone at x: [2129] y: [60]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [2181] y: [65]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [1000000000000000000000000000] y: [60]\nend\n\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\nwhen I receive [portal open v]\nswitch costume to (open v)\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (20)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@No Lag\n\n@No Lag2\n\n@Skippppp\n\nwhen this sprite clicked\nset [exit v] to [w i n]\n\n@No Lag3\n\n | Hi!!!! So, this is a scrolling platformer template/engine. You can just play this game for fun, or you can remix it and add your own things. Redesign it, change the colors, add transitions, add an intro- the list goes on and on! Just use your creativity, I can't wait to see what you all come up with!!!\n\nDon't forget to love, fave, and follow!!!! Thanks!!\n\nHave a great day!\nLove,\nTropicalCoder13\n\n\nThanks to @-Diamondfox- for loving!!!!!!!! |
Powerups 2 - a Platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (asdf2 v)\nbroadcast (Colors on! v)\nrepeat until <(Level) = [1]>\n play sound [RndY-Game Of Thrones Opening - Main Theme.mp3 v] until done\nend\n\nwhen I receive [start fully v]\nswitch backdrop to (asdf v)\nstop all sounds\nforever\n play sound [cool kid music v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch backdrop to (asdf3 v)\n end\nend\n\n@Sprite1\n\n@player\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <touching (level v)?>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\nswitch costume to (regular 1 v)\ngo to x: (0) y: (-48)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\npoint in direction (90)\n\nwhen I receive [next level v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (Start v)\n\nwhen I receive [start v]\nset size to (80) %\ngo to x: (-210) y: (0)\npoint in direction (90)\nshow\ngo to [front v] layer\nforever\n if <(Mode) = [pc]> then\n if <(Powerups) = [oooooooh_i_be_flyin']> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x_vel v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by ((-1) * (y_vel))\n if <touching (level v)?> then\n change y by ((1) * (y_vel))\n if <(Powerups) = [jump_boost]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(y_vel) < [0]>> then\n set [y_vel v] to [16]\n else\n set [y_vel v] to [0]\n end\n else\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n end\n check\n else\n if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x_vel v] by (1.6)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x_vel v] by (-1.6)\n point in direction (-90)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x_vel v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <(Powerups) = [jump_boost]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(y_vel) < [0]>> then\n set [y_vel v] to [16]\n else\n set [y_vel v] to [0]\n end\n else\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n end\n check\n end\n else\n if <(Mode) = [mobile]> then\n if <(Powerups) = [oooooooh_i_be_flyin']> then\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x_vel v] by (1)\n point in direction (90)\n end\n if <<mouse down?> and <(x position) > (mouse x)>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by ((-1) * (y_vel))\n if <touching (level v)?> then\n change y by ((1) * (y_vel))\n if <(Powerups) = [jump_boost]> then\n if <<<mouse down?> and <(mouse y) > (y position)>> and <(y_vel) < [0]>> then\n set [y_vel v] to [16]\n else\n set [y_vel v] to [0]\n end\n else\n if <<<mouse down?> and <(y position) > (mouse y)>> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n end\n check\n else\n if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x_vel v] by (1.6)\n point in direction (90)\n end\n if <<mouse down?> and <(x position) > (mouse x)>> then\n change [x_vel v] by (-1.6)\n point in direction (-90)\n end\n else\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x_vel v] by (1)\n point in direction (90)\n end\n if <<mouse down?> and <(x position) > (mouse x)>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <(Powerups) = [jump_boost]> then\n if <<<mouse down?> and <(mouse y) > (y position)>> and <(y_vel) < [0]>> then\n set [y_vel v] to [16]\n else\n set [y_vel v] to [0]\n end\n else\n if <<<mouse down?> and <(mouse y) > (y position)>> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n end\n check\n end\n end\n end\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (Start v)\n\ndefine check\nif <<<<[179] < (y position)> or <touching (ouchies v)?>> or <touching (water v)?>> or <touching (enemy thanks jwhandle v)?>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\nif <not <(Level) = [10]>> then\n if <(x position) > [235]> then\n broadcast (Next level v)\n end\nend\nif <touching (water v)?> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset size to (130) %\nforever\n if <(Color) = [regular]> then\n switch costume to (regular 1 v)\n end\n if <(Color) = [red]> then\n switch costume to (red 1 v)\n end\n if <(Color) = [orange]> then\n switch costume to (orange 1 v)\n end\n if <(Color) = [yellow]> then\n switch costume to (yellow 1 v)\n end\n if <(Color) = [green]> then\n switch costume to (green 1 v)\n end\n if <(Color) = [lightblue]> then\n switch costume to (light blue 1 v)\n end\n if <(Color) = [blue]> then\n switch costume to (dark blue 1 v)\n end\n if <(Color) = [purple]> then\n switch costume to (purple 1 v)\n end\n if <(Color) = [pink]> then\n switch costume to (pink 1 v)\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@clouds\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-300) y: (pick random (70) to (130))\n repeat until <[270] < (x position)>\n change x by (3)\n end\nelse\n go to x: (300) y: (pick random (70) to (130))\n repeat until <(x position) < [-290]>\n change x by (-3)\n end\nend\ndelete this clone\n\nwhen I receive [start fully v]\nset [ghost v] effect to (30)\nforever\n go to [back v] layer\n wait (5) seconds\n create clone of (_myself_ v)\nend\n\n@Powerups\n\nwhen I start as a clone\nhide\nwait (0.5) seconds\nforever\n go to [front v] layer\n if <(number as;dlfkj) = [1]> then\n if <(Level) > [0]> then\n show\n end\n go to x: (-200) y: (145)\n switch costume to (jump boost v)\n if <key (1 v) pressed?> then\n set [powerups v] to [jump_boost]\n end\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [powerups v] to [jump_boost]\n end\n else\n set size to (90) %\n end\n else\n if <(number as;dlfkj) = [2]> then\n if <(Level) > [0]> then\n show\n end\n go to x: (-130) y: (145)\n switch costume to (speed thing v)\n if <key (2 v) pressed?> then\n set [powerups v] to [i_am_speeeeeeeeeeeeeeeeeeeeed]\n end\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [powerups v] to [i_am_speeeeeeeeeeeeeeeeeeeeed]\n end\n else\n set size to (90) %\n end\n else\n if <(number as;dlfkj) = [3]> then\n if <(Level) > [0]> then\n show\n end\n go to x: (-60) y: (145)\n switch costume to (levitation v)\n if <key (3 v) pressed?> then\n set [powerups v] to [oooooooh_i_be_flyin']\n end\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [powerups v] to [oooooooh_i_be_flyin']\n end\n else\n set size to (90) %\n end\n else\n if <(number as;dlfkj) = [4]> then\n if <(Level) > [0]> then\n show\n end\n go to x: (10) y: (145)\n switch costume to (none v)\n if <key (4 v) pressed?> then\n set [powerups v] to [none]\n end\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [powerups v] to [none]\n end\n else\n set size to (90) %\n end\n end\n end\n end\n end\nend\n\nset [level v] to [9]\n\nwait until <not <mouse down?>>\n\nwhen flag clicked\ngo to [front v] layer\nset [powerups v] to [none]\nhide\nswitch costume to (jump boost v)\nset [number as;dlfkj v] to [0]\nrepeat (4)\n wait (0.01) seconds\n change [number as;dlfkj v] by (1)\n create clone of (_myself_ v)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start fully v]\nshow\nforever\n set y to ((([sin v] of ((timer) * (250)) ) * (5)) - (263))\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (none v)\nshow\ngo to [front v] layer\nforever\n go to x: (150) y: (135)\n if <(Powerups) = [none]> then\n switch costume to (none v)\n end\n if <(Powerups) = [jump_boost]> then\n switch costume to (jump boost v)\n end\n if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n switch costume to (speed v)\n end\n if <(Powerups) = [oooooooh_i_be_flyin']> then\n switch costume to (anti-gravity v)\n end\nend\n\n@Enemy thanks JWhandle\n\nwhen I receive [next v]\ngo to x: (50) y: (100)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nwhen I receive [start v]\ngo to x: (50) y: (100)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\ngo to [front v] layer\nshow\nset [y2 v] to [0]\nset [x2 v] to [0]\nforever\n if <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (0.3)\n else\n point in direction (-90)\n change [x2 v] by (-0.3)\n end\n if <([y position v] of [player v]) > (y position)> then\n set [y2 v] to [9]\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n if <[0] < (x2)> then\n set [x2 v] to [-4]\n else\n set [x2 v] to [4]\n end\n set [y2 v] to [9]\n else\n set [x2 v] to ((x2) * (-1.3))\n change x by (x2)\n set [x2 v] to [0]\n change x by ((x2) / (5))\n end\n change y by (-7)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-1)\n change y by (y2)\n change y by (-1)\n if <touching (level v)?> then\n set [y2 v] to ((y2) * (-0.25))\n change y by (y2)\n if <touching (level v)?> then\n change y by (y2)\n if <touching (level v)?> then\n change y by (y2)\n if <touching (level v)?> then\n change y by (y2)\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [start v]\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (shurikens v)?> then\n wait (0.03) seconds\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start fully v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [start fully v]\n\nforever\n\nwhen flag clicked\n\nbroadcast (Start v) and wait\n\nwhen flag clicked\n\nforever\n if <(Level) = [7]> then\nend\n\nwhen I receive [start v]\nif <(Level) = [2]> then\n go to x: (140) y: (70)\n create clone of (_myself_ v)\n wait until <(Level) = [3]>\nend\nif <(Level) = [3]> then\n go to x: (140) y: (70)\n create clone of (_myself_ v)\n wait until <(Level) = [4]>\nend\nif <(Level) = [4]> then\n go to x: (140) y: (70)\n create clone of (_myself_ v)\n wait until <(Level) = [5]>\nend\nif <(Level) = [5]> then\n delete this clone\nend\nif <(Level) = [7]> then\n go to x: (170) y: (70)\n create clone of (_myself_ v)\n go to x: (110) y: (70)\n create clone of (_myself_ v)\n go to x: (50) y: (70)\n create clone of (_myself_ v)\n wait until <(Level) = [8]>\nend\nif <(Level) = [8]> then\n go to x: (100) y: (50)\n create clone of (_myself_ v)\n go to x: (30) y: (0)\n create clone of (_myself_ v)\n wait until <(Level) = [9]>\nend\nif <(Level) = [9]> then\n go to x: (100) y: (25)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\nend\n\ndelete this clone\n\ndelete this clone\n\n@Shurikens\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <touching (player v)?>\n\nwhen flag clicked\nhide\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)?>> or <touching (enemy thanks jwhandle v)?>>\n change x by (15)\n end\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (level v)?>> or <touching (enemy thanks jwhandle v)?>>\n change x by (-15)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (0.17) seconds\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <([direction v] of [player v]) = [90]> then\n turn right (20) degrees\n else\n turn right (-20) degrees\n end\n if <<<touching (_edge_ v)?> or <touching (level v)?>> or <touching (enemy thanks jwhandle v)?>> then\n stop [this script v]\n end\nend\n\n@sdfg\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (100) %\nforever\n if <(Mode) = [mobile]> then\n if <(mouse x) < [0]> then\n go to x: (-156) y: (-156)\n else\n go to x: (156) y: (-156)\n end\n show\n point in direction ((([sin v] of ((timer) * (215)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n create clone of (shurikens v)\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n end\n else\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Mode) = [mobile]> then\n go to [front v] layer\n stop [this script v]\n else\n hide\n stop [this script v]\n end\nend\n\npoint in direction ((([sin v] of ((timer) * (215)) ) * (10)) + (90))\n\n@Color\n\nwhen I start as a clone\nset size to (160) %\nshow\nif <(number) = [1]> then\n switch costume to (normal v)\n go to x: (-80) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n if <(Level) = [1]> then\n delete this clone\n end\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [regular]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [2]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (red v)\n go to x: (-60) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [red]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [3]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (orange v)\n go to x: (-40) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [orange]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [4]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (yellow v)\n go to x: (-20) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [yellow]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [5]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (green v)\n go to x: (0) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [green]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [6]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (lightblue v)\n go to x: (20) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [lightblue]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [7]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (blue v)\n go to x: (40) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [blue]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [8]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (purple v)\n go to x: (60) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [purple]\n end\n else\n set size to (160) %\n end\n end\nend\nif <(number) = [9]> then\n if <(Level) = [1]> then\n delete this clone\n end\n switch costume to (pink v)\n go to x: (80) y: (-180)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [color v] to [pink]\n end\n else\n set size to (160) %\n end\n end\nend\n\nwhen flag clicked\nhide\nset [color v] to [regular]\nset [number v] to [0]\n\nwhen I receive [colors on! v]\nwait (0) seconds\nrepeat (9)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [start fully v]\ndelete this clone\n\nrepeat (9)\n repeat until <[-8] > (number)>\n change [number v] by (-1)\n end\nend\n\n@Sprite2\n\nwhen I receive [instructions v]\ngo to [front v] layer\nset size to (instructionssize) %\nset [ghost v] effect to (0)\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nrepeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nif <touching (mouse-pointer v)?> then\n set [instructionssize v] to [200]\n broadcast (back v)\n repeat until <[200] < (size)>\n change size by (((200) - (size)) / (4))\n change [ghost v] effect by (((200) - (size)) / (4))\n end\n hide\nelse\n set [instructionssize v] to [100]\n broadcast (instructions v)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [instructionssize v] to [200]\nset size to (100) %\nhide\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (level 0 v)\nset [level v] to [0]\ngo to x: (0) y: (0)\nset [create bad thing # times v] to [1]\n\nwhen I receive [start fully v]\nshow\nchange [level v] by (1)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nif <not <(Level) = [10]>> then\n next costume\n change [level v] by (1)\nend\n\npoint in direction ((([sin v] of ((timer) * (215)) ) * (10)) + (90))\n\n@Ouchies\n\nwhen flag clicked\nswitch costume to (level 0 v)\ngo to [front v] layer\ngo [forward v] (500) layers\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start fully v]\nswitch costume to (level 1 v)\n\n@Thumbnail a;lsfdj\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [colors on! v]\nrepeat (15)\n go to [front v] layer\nend\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen I receive [start fully v]\nshow\ngo to [front v] layer\nforever\n point in direction ((([sin v] of ((timer) * (215)) ) * (3)) + (90))\n go to x: (0) y: (-156)\n if <touching (mouse-pointer v)?> then\n set size to (86) %\n if <mouse down?> then\n broadcast (Next level v)\n wait until <not <mouse down?>>\n end\n else\n set size to (80) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@asdf\n\nwhen flag clicked\nshow\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nforever\n go to x: (-80) y: (80)\n if <touching (mouse-pointer v)?> then\n set size to (86) %\n if <mouse down?> then\n broadcast (Start fully v)\n broadcast (Start v)\n hide\n stop [this script v]\n end\n else\n set size to (80) %\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (80) y: (80)\n point in direction ((([sin v] of ((timer) * (190)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (86) %\n else\n set size to (80) %\n end\nend\n\nwhen I receive [start fully v]\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (190)) ) * (5)) + (90))\nend\n\nwhen I start as a clone\nforever\n point in direction ((([sin v] of ((timer) * (190)) ) * (5)) + (90))\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (instructions v)\n end\nend\n\n@Mode Buttons\n\nwhen flag clicked\nset [mode v] to [pc]\nhide\ngo to x: (170) y: (-20)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ngo to x: (-170) y: (-20)\nshow\n\nwhen I start as a clone\nshow\nforever\n go to x: (170) y: (-20)\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n if <mouse down?> then\n set [mode v] to [mobile]\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n if <mouse down?> then\n set [mode v] to [pc]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start fully v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Mode) = [mobile]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Mode) = [pc]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\nend\n\n | For pc, use W, A, S, and D or the arrow keys and space to shoot shurikens. For mobile, tap the screen to make the character move and touch the shuriken button to make the player shoot.\nEvery level is possible! I have done them all!!!!!!!!!!!!!!!!!\nNO ADVERTISING PLEASE!\nNotes:\n7/9/20 -Initial Release.\n7/9/20 -Fixed a bug with the shuriken and made them spin when thrown.\n7/10/20 -Fixed a bug with the ai.\n7/10/20 -Shurikens now stop spinning when touching edge, level, or ai. |
Winter Platformer 3 v1.0 | @Stage\n\nwhen flag clicked\nCamera Shake Amount [50] Falloffs [.98]\n\ndefine Camera Shake Amount (amount) Falloffs (falloffs)\nset [y velocity v] to (amount)\nrepeat until <(round (Y Velocity)) < [0]>\n set [camera shake x v] to ((Y Velocity) * (pick random (-1) to (1)))\n set [camera shake y v] to ((Y Velocity) * (pick random (-1) to (1)))\n set [y velocity v] to ((Y Velocity) * (falloffs))\nend\n\nwhen I receive [hide intro v]\nwait (.5) seconds\nset volume to (60) %\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\) v]\n\nwhen I receive [vol v]\nif <(volume) = [60]> then\n set volume to (0) %\nend\n\nif <(volume) = [0]> then\n set volume to (60) %\nend\n\n@Player\n\nwhen flag clicked\nset [fails: v] to [0]\nset [level number v] to [1]\nset size to (70) %\ngo to x: (-208) y: (-25)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] JumpHeight [13] Side Movement [3] Friction [.71] Slope [8]\nend\n\ndefine Platform Gravity: (gravity) JumpHeight (jumpheight) Side Movement (sidemovement) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n end\n set [y velocity v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jumpheight))\nend\nset [x velocity v] to (((X Velocity) + ((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> * ((sidemovement) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> * (sidemovement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [hide intro v]\nshow\ngo to x: (-208) y: (-25)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (5) degrees\n change y by (8)\n change [ghost v] effect by (7)\nend\npoint in direction (90)\ndelete this clone\n\nwhen I receive [hide intro v]\nforever\n Bounce + Win Detection + Death Detection\nend\n\ndefine Bounce + Win Detection + Death Detection\nif <touching (bounce pads v)?> then\n set [y velocity v] to [17]\n start sound [Drum Boing v]\nend\nif <(x position) > [239]> then\n go to x: (-205) y: (-75)\n start sound [Collect v]\n change [level number v] by (1)\nend\nif <<touching (saws v)?> or <<touching (obstacles v)?> or <(y position) < [-179]>>> then\n create clone of (_myself_ v)\n go to x: (-205) y: (-75)\n start sound [Oof Sound v]\nend\n\nwhen I receive [kill v]\ncreate clone of (_myself_ v)\ngo to x: (-205) y: (-75)\nstart sound [Oof Sound v]\n\nwhen I receive [red v]\nswitch costume to (costume2 v)\n\nwhen I receive [cheat v]\ngo to x: (-205) y: (-75)\n\n@Level\n\nwhen flag clicked\nhide\n\n\n\nwhen I receive [hide intro v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (Level Number)\nend\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset size to (pick random (50) to (80)) %\ngo to [back v] layer\ngo [backward v] (10000) layers\nset [ghost v] effect to (pick random (30) to (40))\nrepeat until <touching (_edge_ v)?>\n change y by (-0.9)\nend\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [hide intro v]\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [hide intro v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Level Number)\nend\n\n@Bounce Pads\n\nwhen flag clicked\nhide\n\n\n\nwhen I receive [hide intro v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level Number)\nend\n\n@Fingernail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\nstop all sounds\nstop [all v]\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen I receive [hide intro v]\nhide\ngo to [back v] layer\nwait until <(Level Number) = [3]>\ngo to [back v] layer\nshow\ngo to x: (198) y: (-11)\nrepeat until <not <(Level Number) = [3]>>\n turn right (3) degrees\nend\nwait until <(Level Number) = [4]>\nhide\nwait until <(Level Number) = [5]>\ngo to [back v] layer\nshow\ngo to x: (133) y: (16)\ncreate clone of (_myself_ v)\nrepeat until <not <(Level Number) = [5]>>\n turn right (3) degrees\nend\nwait until <(Level Number) = [6]>\nhide\n\nwhen I start as a clone\ngo to x: (-10) y: (16)\nrepeat until <not <(Level Number) = [5]>>\n turn right (3) degrees\nend\nwait until <(Level Number) = [6]>\ndelete this clone\n\nset [level number v] to [4]\n\nchange [level number v] by (1)\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hide intro v]\nhide\n\n@Intro2\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nshow\nstart sound [TheFatRat - Never Be Alone v]\nswitch costume to (icon v)\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (.5) seconds\nglide (.4) secs to x: (-116) y: (0)\nrepeat (12)\n next costume\n wait (0.04) seconds\nend\nwait (2) seconds\nbroadcast (Hide Intro v) and wait\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (backdrop v)\nwait (2) seconds\n\nwhen I receive [hide intro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Commands\n\n | Again, WASD, Arrow Keys, or mobile controls to move. This isn't my best project yet, but I still shared it :O There are commands that you can use such as:\n/kill\n/replacecolorred\n/skiplevel |
Elements 4:Earth || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nReset Level\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (.9)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [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 (-0.8)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [y 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\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\ndefine Reset Level\nclear graphic effects\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\ndefine Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nReset Level\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [start v]\nforever\n if <(x position) > [236]> then\n Reset Level\n change [level v] by (1)\n end\nend\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n show\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n show\nend\n\nwhen flag clicked\nhide\n\n@Words\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n show\nend\n\nwhen flag clicked\nhide\n\n@Death Wheel\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nforever\n go to [back v] layer\n turn right (5) degrees\n if <(Level) = [3]> then\n show\n go to x: (0) y: (-75)\n end\n if <(Level) = [4]> then\n go to x: (55) y: (50)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (30) y: (-75)\n end\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Logo\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (30)\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (7)\nend\nwait (2) seconds\nbroadcast (Start v)\n\n@Screen\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@Name\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-240) y: (-100)\nset size to (200) %\npoint in direction (90)\nreset timer\nrepeat (40)\n move ((timer) * (9)) steps\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nhide\n\n | You have wandered in the earth territory. Your mission is to escape.\n\nControls:\nUse the arrow keys to move. |
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