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100%PEN A Sclloling Platformer
@Stage\n\n@スプライト1\n\ndefine xy (x) (y)\ngo to x: (((-1) * (ステージx)) + (x)) y: (((-1) * (ステージy)) + (y))\n\nwhen flag clicked\nset [自機x v] to [0]\nset [自機y v] to [0]\nset [ステージx v] to [0]\nset [ステージy v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n 動く\nend\n\ndefine 接触判定\ndelete all of [接触 v]\nset [i v] to [0]\nrepeat ((length of [コース v]) / (5))\n if <<<(((item ((i) + (1)) of [コース v]) + ((-1) * (item ((i) + (3)) of [コース v]))) + (-5)) < (((ステージx) + (自機x)) + (20))> and <(((ステージx) + (自機x)) + (-20)) < (((item ((i) + (1)) of [コース v]) + (item ((i) + (3)) of [コース v])) + (5))>> and <<(((item ((i) + (2)) of [コース v]) + ((-1) * (item ((i) + (4)) of [コース v]))) + (-5)) < (((ステージy) + (自機y)) + (20))> and <(((ステージy) + (自機y)) + (-20)) < (((item ((i) + (2)) of [コース v]) + (item ((i) + (4)) of [コース v])) + (5))>>> then\n add (item ((i) + (5)) of [コース v]) to [接触 v]\n end\n change [i v] by (5)\nend\n\ndefine ステージ入れる用xy (x) (y) 横長さ (横) 縦の長さ (縦) 種類 (種類)\nadd (x) to [コース v]\nadd (y) to [コース v]\nadd (横) to [コース v]\nadd (縦) to [コース v]\nadd (種類) to [コース v]\n\ndefine 四角xy (x) (y) 横の長さ (横の長さ) 縦の長さ (縦の長さ) 種類 (種類)\nset pen size to (10)\nset pen color to (#ff0000)\nif <(種類) = [1]> then\n set pen (brightness v) to (0)\nend\nif <(種類) = [3]> then\n change pen (color v) by (70)\nend\nif <(種類) = [4]> then\n set pen color to (#ff6e00)\n xy ((x) + (-20)) ((y) + (-30))\n pen down\n xy ((x) + (-20)) ((y) + (30))\n xy ((x) + (20)) ((y) + (15))\n xy ((x) + (-20)) (y)\n pen up\nelse\n xy ((x) + ((-1) * (横の長さ))) ((y) + (縦の長さ))\n pen down\n xy ((x) + (横の長さ)) ((y) + (縦の長さ))\n xy ((x) + (横の長さ)) ((y) + ((-1) * (縦の長さ)))\n xy ((x) + ((-1) * (横の長さ))) ((y) + ((-1) * (縦の長さ)))\n xy ((x) + ((-1) * (横の長さ))) ((y) + (縦の長さ))\n pen up\nend\n\ndefine 全体描画\nerase all\nset [ii v] to [0]\nrepeat ((length of [コース v]) / (5))\n 四角xy (item ((ii) + (1)) of [コース v]) (item ((ii) + (2)) of [コース v]) 横の長さ (item ((ii) + (3)) of [コース v]) 縦の長さ (item ((ii) + (4)) of [コース v]) 種類 (item ((ii) + (5)) of [コース v])\n change [ii v] by (5)\nend\n四角xy ((自機x) + (ステージx)) ((自機y) + (ステージy)) 横の長さ [15] 縦の長さ [15] 種類 [1]\n\nwhen flag clicked\nforever\n 全体描画\nend\n\nwhen flag clicked\nforever\n 接触判定\nend\n\ndelete all of [コース v]\nステージ入れる用xy [0] [-200] 横長さ [100] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [320] [-115] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [445] [-90] 横長さ [15] 縦の長さ [40] 種類 [2]\nステージ入れる用xy [570] [-115] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [710] [-120] 横長さ [30] 縦の長さ [10] 種類 [3]\nステージ入れる用xy [765] [-30] 横長さ [15] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [765] [-30] 横長さ [15] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [765] [-30] 横長さ [15] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [1000] [265] 横長さ [60] 縦の長さ [40] 種類 [4]\nステージ入れる用xy [1000] [180] 横長さ [100] 縦の長さ [50] 種類 [1]\n\ndefine 動く\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<<<(x position) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.88))\nchange [自機x v] by (Xv)\nif <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n 接触判定\n if <[接触 v] contains [1]?> then\n change [自機x v] by ((-1) * (Xv))\n change [自機y v] by (-5)\n if <[0] < (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n set [yv v] to [15]\n end\n end\n end\n end\n end\n end\nend\nchange [自機y v] by (4)\nif <<<<[0] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <(jump) < [1]>> then\n set [yv v] to [15]\n change [jump v] by (1)\nend\nif <[接触 v] contains [3]?> then\n set [yv v] to [22]\nend\nchange [自機y v] by (-5)\nif <<[接触 v] contains [2]?> or <(ステージy) < [-1500]>> then\n set [自機x v] to [0]\n set [自機y v] to [0]\n set [ステージx v] to [0]\n set [ステージy v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\nend\nchange [自機y v] by (Yv)\nchange [yv v] by (-1)\n接触判定\nif <[接触 v] contains [1]?> then\n change [自機y v] by ((-1) * (Yv))\n set [yv v] to [0]\n set [jump v] to [0]\nelse\n set [jump v] to [1]\nend\n\nwhen flag clicked\nforever\n change [ステージx v] by (round (((自機x) + (Xv)) / (9)))\n change [自機x v] by (round ((-1) * (((自機x) + (Xv)) / (9))))\n change [ステージy v] by (round (((自機y) + (Yv)) / (9)))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (9))))\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
WASDkey arrow key\nWASDキーか矢印キー\n\n超軽いでしょ! 超軽量化させました!\nhttps://scratch.mit.edu/studios/26677951/projects/\n☝僕の作品があるところ
Mountain Platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (背景1 v)\nwait (0.1) seconds\nforever\n play sound [NCS BGM v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@スプライト4\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージ切り替え完了 v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-205) y: (40)\npoint in direction (90)\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (-205) y: (40)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change y by (1)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change y by (1)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change y by (1)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change y by (1)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change y by (1)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n set [y v] to [15]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <<touching color (#6d3900)?> or <<touching color (#009212)?> or <touching color (#00c217)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching color (#ff6666)?> or <touching color (#ff0000)?>> then\n set rotation style [all around v]\n if <[90] = (direction)> then\n repeat (10)\n turn left (3) degrees\n change [ghost v] effect by (5)\n end\n set rotation style [left-right v]\n go to x: (-205) y: (40)\n point in direction (90)\n set [ghost v] effect to (0)\n else\n switch costume to (コスチューム2 v)\n repeat (10)\n turn right (3) degrees\n change [ghost v] effect by (5)\n end\n switch costume to (コスチューム1 v)\n set rotation style [left-right v]\n go to x: (-205) y: (40)\n point in direction (90)\n set [ghost v] effect to (0)\n end\n end\n if <[235] < (x position)> then\n broadcast (ステージ切り替えはじめ v)\n end\n if <touching color (#0800c2)?> then\n set [y v] to [20]\n end\n if <touching color (#fff500)?> then\n set [x v] to [20]\n end\n if <(y position) < [-180]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-205) y: (40)\n point in direction (90)\n end\nend\n\n@スプライト2\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n if <(costume [number v]) = [19]> then\n broadcast (ゴール v)\n end\nend\n\nwhen I receive [start v]\nshow\n\n@スプライト3\n\nwhen I receive [ステージ切り替えはじめ v]\ngo to [front v] layer\nset [幕 v] to [0]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat until <(y position) < [-350]>\n change [幕 v] by (-1)\n broadcast (ステージ切り替え完了 v)\nend\nbroadcast (ステージ切り替え v)\nrepeat until <(y position) < [-720]>\n change [幕 v] by (-1)\n broadcast (ステージ切り替え完了 v)\nend\nset [幕 v] to [0]\nhide\n\nwhen flag clicked\nforever\n change y by (幕)\nend\n\nchange [color v] effect by (1)\n\nchange x by (10)\n\nrepeat until <(x position) < [-220]>\n broadcast (初期位置 v)\n change [幕 v] by (-1)\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\n\n@遊んでくれてありがとう\n\nwhen I receive [ゴール v]\nshow\n\nwhen flag clicked\nhide\nforever\n glide (1) secs to x: (36) y: (8)\n glide (1) secs to x: (36) y: (28)\nend\n\n@intro\n\nwhen flag clicked\nhide\npen up\nset [w v] to [0]\nerase all\nstart sound [Unlimited v]\nwait (3.5) seconds\nset [w v] to [1]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset [w v] to [0]\nswitch costume to (logo v)\nwait until <(timer) > [6]>\nset [b v] to [1]\nrepeat until <[1000] < (b)>\n change [b v] by ((b) / (3))\n set pen size to (b)\n set pen color to (#63ddd9)\n pen up\n go to x: (183) y: (180)\n pen down\n go to x: (-212) y: (-180)\n pen up\n set pen size to ((b) / (2))\n set pen color to (#ff8da8)\n go to x: (183) y: (180)\n pen down\n go to x: (-212) y: (-180)\n pen up\nend\nset [b v] to [1]\nwait (0.25) seconds\nrepeat until <[600] < (b)>\n change [b v] by ((b) / (3))\n set pen size to (b)\n set pen color to (#ffffff)\n pen up\n go to x: (183) y: (180)\n pen down\n go to x: (-212) y: (-180)\n pen up\nend\nbroadcast (start v)\nerase all\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nif <(costume [number v]) = [1]> then\n set size to (130) %\n go to x: (183) y: (180)\n set [delta_x v] to ((0) - (x position))\n set [delta_y v] to ((0) - (y position))\n if <(delta_y) = [0]> then\n if <(delta_x) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n else\n if <(delta_y) < [0]> then\n point in direction ((180) + ([atan v] of ((delta_x) / (delta_y)) ))\n else\n point in direction ([atan v] of ((delta_x) / (delta_y)) )\n end\n end\n repeat until <[1] > ([abs v] of ([sqrt v] of (((x position) * (x position)) + ((y position) * (y position))) ) )>\n move (([sqrt v] of (((x position) * (x position)) + ((y position) * (y position))) ) / (5)) steps\n end\nelse\n if <(costume [number v]) = [2]> then\n set size to (130) %\n go to x: (-212) y: (-180)\n set [delta_x v] to ((0) - (x position))\n set [delta_y v] to ((0) - (y position))\n if <(delta_y) = [0]> then\n if <(delta_x) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n else\n if <(delta_y) < [0]> then\n point in direction ((180) + ([atan v] of ((delta_x) / (delta_y)) ))\n else\n point in direction ([atan v] of ((delta_x) / (delta_y)) )\n end\n end\n repeat until <[1] > ([abs v] of ([sqrt v] of (((x position) * (x position)) + ((y position) * (y position))) ) )>\n move (([sqrt v] of (((x position) * (x position)) + ((y position) * (y position))) ) / (5)) steps\n end\n else\n if <(costume [number v]) = [3]> then\n set [w v] to [5]\n hide\n set rotation style [all around v]\n go to x: (pick random (200) to (-150)) y: (-180)\n set size to (1) %\n set [b v] to (pick random (1) to (60))\n point in direction (-130.99)\n turn right (180) degrees\n show\n repeat until <<(x position) > [235]> or <(y position) > [175]>>\n change size by (((b) - (size)) / (5))\n move (w) steps\n change [w v] by (1)\n end\n else\n if <(costume [number v]) = [4]> then\n set [w v] to [5]\n hide\n set rotation style [all around v]\n go to x: (pick random (150) to (-200)) y: (180)\n set [b v] to (pick random (1) to (60))\n set size to (1) %\n point in direction (-130.99)\n show\n repeat until <<[-235] > (x position)> or <[-175] > (y position)>>\n change size by (((b) - (size)) / (5))\n move (w) steps\n change [w v] by (1)\n end\n end\n end\n end\nend\nif <(costume [number v]) < [3]> then\n go to x: (0) y: (0)\n wait until <(timer) > [6]>\n set [b v] to [0.1]\n repeat until <touching (_edge_ v)?>\n move (b) steps\n change [b v] by ((b) / (3))\n end\nend\ndelete this clone\n\nwhen flag clicked\nreset timer\nreset timer\nreset timer\nreset timer\nrepeat until <(timer) > [6]>\n switch costume to (3 v)\n create clone of (_myself_ v)\n switch costume to (4 v)\n create clone of (_myself_ v)\nend\n\n
Mine - A Platformer ☁Multiplayer☁
@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\ndefine Wall\nif <touching (ground v)?> then\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))\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 (ground v)?> then\n change y by (() - (yv))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (ground v)?> 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\nwhen flag clicked\nhide\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (Setup - Other players v) and wait\nbroadcast (Connecting v)\nbroadcast (Join Game v) and wait\nif <(My Player #) > [0]> then\n broadcast (Joined v)\n wait (1) seconds\nelse\n broadcast (Full v)\nend\nbroadcast (Begin v)\n\ndefine Write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (Encoded) (item # of (letter (Letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (Encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(My Player #) > [0]> then\n Send Cloud Data\n end\nend\n\ndefine Set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n set [☁ p4 v] to (value)\n end\n end\nend\n\nwhen I receive [begin v]\ngo to x: (-140) y: (-50)\npoint in direction (90)\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 (spikes v)?> or <touching (spinning spikes v)?>> then\n go to x: (-150) y: (-60)\n end\n if <<touching (trampoline v)?> or <touching (trampoline 2 v)?>> 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 Send Cloud Data\nset [encoded v] to []\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite (x position) to encoded\nWrite (y position) to encoded\nWrite (direction) to encoded\nWrite (Level) to encoded\nSet cloud # (My Player #) to (Encoded)\n\n@Other players\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Value = Read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (Letter #) of (Encoded)) (letter ((Letter #) + (1)) of (Encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\ndefine Setup Players\nset [color v] effect to (85)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((Max Players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Value = Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n set [value v] to (☁ P4)\n end\n end\nend\n\nwhen I receive [setup - other players v]\nSetup Players\n\ndefine Tick\nif <(join [A] (Value)) = (Last Vaule)> then\n change [offline v] by (1)\n if <(Offline) = [100]> then\n hide\n end\nelse\n set [last vaule v] to (join [A] (Value))\n if <(Offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nBegin decode of (Value)\nValue = Read from encoded\nsay (join (Player #) (join [: ] (Value)))\nValue = Read from encoded\nValue = Read from encoded\nset x to (Value)\nValue = Read from encoded\nset y to (Value)\nValue = Read from encoded\npoint in direction (Value)\nValue = Read from encoded\nif <(Value) = (Level)> then\n show\nelse\n hide\nend\nValue = Cloud # (Player #)\n\nwhen I receive [join game v]\nValue = Cloud # (Player #)\nset [last vaule v] to (join [A] (Value))\nwait (3) seconds\nValue = Cloud # (Player #)\nif <(join [A] (Value)) = (Last Vaule)> then\n set [my player # v] to (Player #)\nend\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@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nwait (0) seconds\ngo to [back v] layer\n\n@Arrows\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n if <<(Level) = [4]> or <(Level) = [13]>> then\n show\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n else\n hide\n end\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@Cloud\n\nwhen flag clicked\nswitch costume to (blank v)\nset [ghost v] effect to (0)\n\nwhen I receive [connecting v]\ngo to [front v] layer\nswitch costume to (connection v)\nset [ghost v] effect to (0)\n\nwhen I receive [joined v]\ngo to [front v] layer\nswitch costume to (game on v)\nwait (0.5) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\n wait (0) seconds\nend\nswitch costume to (blank v)\n\nwhen I receive [full v]\ngo to [front v] layer\nswitch costume to (full v)\nset [ghost v] effect to (0)\nstop [all v]\n\n@Preview\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [connection v]\nwait (0.1) seconds\ngo [backward v] (1) layers\n\nwhen I receive [joined v]\nwait (0.5) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\n wait (0) seconds\nend\nhide\n\n
Arrow keys or WASD to move.
Ice - A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (thumbnail v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\nforever\n switch backdrop to ((Level) + (1))\nend\n\nwhen I receive [intro is done v]\nforever\n play sound [Music v] until done\nend\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n hide\n broadcast (Start v)\n switch backdrop to (level 1 v)\nend\n\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (64)\n switch backdrop to (backdrop1 v)\n hide\n hide list [time v]\n hide list [player v]\nend\n\nwhen I receive [intro is done v]\ngo to x: (168) y: (-39)\nswitch costume to (play v)\nshow\n\n@Platform\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [start v]\nforever\n show\n switch costume to (Level)\n go to x: (0) y: (0)\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (right v)\n\nwhen flag clicked\nset [level v] to [1]\nhide\nset size to (70) %\nReset player variables\nreset\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\n\ndefine reset\nclear graphic effects\nset size to (70) %\npoint in direction (90)\ngo to x: (-220) y: (-35)\nReset player variables\n\nwhen flag clicked\nswitch costume to (right v)\nforever\n set [direction v] to (direction)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (next level v)\n reset\n change [level v] by (1)\n end\nend\n\nwhen I receive [next level v]\nreset\nReset player variables\n\nwhen [s v] key pressed\nbroadcast (next level v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n reset\n go to x: (-200) y: (-35)\n end\n if <touching color (#00b6ff)?> then\n reset\n go to x: (-200) y: (-35)\n end\n if <touching (spikes v)?> then\n reset\n go to x: (-200) y: (-35)\n end\n if <touching (boosts v)?> then\n if <<(Level) = [12]> or <(Level) = [13]>> then\n set [y v v] to [20]\n else\n set [x v v] to [20]\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (-200) y: (-40)\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n end\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 [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (platform v)?> or <touching (moving platform 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 (platform v)?> or <touching (moving platform 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 <(Level) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n else\n switch costume to (center v)\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-111)\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (platform v)?> or <touching (moving platform 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 (platform v)?> or <touching (moving platform 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 <(Level) = [15]> then\n hide\n stop [this script v]\n end\nend\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-100]>\n if <(pick random (1) to (2)) = [1]> then\n repeat (pick random (8) to (12))\n change x by (pick random (-3) to (-1))\n change y by (pick random (-3) to (-1))\n turn right (pick random (1) to (3)) degrees\n wait (pick random (0.02) to (0.05)) seconds\n end\n change x by (pick random (3) to (5))\n wait (pick random (0.02) to (0.05)) seconds\n else\n repeat (pick random (8) to (12))\n change x by (pick random (1) to (3))\n change y by (pick random (-3) to (-1))\n turn left (pick random (1) to (3)) degrees\n wait (pick random (0.05) to (0.1)) seconds\n end\n change x by (pick random (-5) to (-3))\n wait (pick random (0.02) to (0.05)) seconds\n end\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (45)\nshow\nforever\n if <touching (player v)?> then\n hide\n delete this clone\n end\n if <touching (_edge_ v)?> then\n wait (1) seconds\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\n\nwhen I receive [start v]\nset size to (50) %\nhide\nforever\n go to x: (pick random (-250) to (250)) y: (185)\n if <(x position) > [230]> then\n set y to (150)\n end\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.4)) seconds\nend\n\n@Spikes\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [start v]\nhide\nforever\n show\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Cloud\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n wait (pick random (.3) to (1.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (25) to (45))\nshow\nset rotation style [don't rotate v]\nif <(pick random (1) to (2)) = [1]> then\n point in direction (-90)\n change x by (300)\n change y by (pick random (50) to (125))\n repeat (300)\n move (2) steps\n change [ghost v] effect by (.3)\n end\nelse\n point in direction (90)\n change x by (-300)\n change y by (pick random (90) to (120))\n repeat (300)\n move (2) steps\n change [ghost v] effect by (.3)\n end\nend\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (background v)\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen I receive [intro is done v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (2)\nend\nhide\n\ngo to [back v] layer\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nshow\n\n@Boosts\n\nwhen I receive [start v]\nforever\n show\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [front v] layer\n if <<(Level) = [12]> or <(Level) = [13]>> then\n point in direction (0)\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (level 1 v)\nhide\n\n@Intro\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [clonecostume v] to (costume [number v])\nset [size v] to [70]\nif <(costume [number v]) = [3]> then\n repeat until <(size) > [1200]>\n switch costume to (costume3 v)\n change [size v] by (((1201) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\n end\nelse\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n repeat until <(size) > [1050]>\n switch costume to (costume3 v)\n change [size v] by (((1051) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\n end\n else\n if <(costume [number v]) = [5]> then\n repeat until <(size) > [825]>\n switch costume to (costume3 v)\n change [size v] by (((826) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\n end\n else\n if <(costume [number v]) = [6]> then\n go to x: (0) y: (20)\n start sound [Water Drop v]\n go to [back v] layer\n set [cloney v] to [8]\n set size to (10) %\n repeat (20)\n change size by ((CloneY) / (2.5))\n change y by (CloneY)\n change [cloney v] by (-0.7)\n end\n set [colorchange? v] to [1]\n delete this clone\n else\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n hide\n set [s v] to (pick random (0.1) to (1))\n point in direction (pick random (0) to (360))\n go to (random position v)\n wait until <(timer) > [2]>\n go to [back v] layer\n show\n set size to (pick random (1) to (15)) %\n set [ghost v] effect to (pick random (20) to (50))\n repeat until <(timer) > [6.1 ]>\n go to [front v] layer\n turn right (0.25) degrees\n move ((s) / (3)) steps\n end\n delete this clone\n end\n end\n end\n end\nend\nrepeat until <(timer) > [5]>\n switch costume to (costume3 v)\n change [size v] by (0.2)\n set size to (Size) %\n switch costume to (CloneCostume)\nend\nset [cloney v] to [10]\nrepeat until <[200] > (size)>\n switch costume to (costume3 v)\n change [size v] by (CloneY)\n set size to (Size) %\n change [cloney v] by (-2)\n switch costume to (CloneCostume)\nend\nswitch costume to (CloneCostume)\nrepeat until <[20] > (size)>\n change [size v] by (CloneY)\n set size to (Size) %\n change [cloney v] by (-1)\nend\ndelete this clone\n\ndefine Clone\nrepeat (25)\n switch costume to (pick random (8) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\nwait (1) seconds\nbroadcast (intro is done v)\n\nwhen I receive [intro v]\nset [clonecostume v] to [0]\nerase all\nreset timer\ngo to [front v] layer\nset [colorchange? v] to [0]\nswitch costume to (red v)\nset size to (1) %\ngo to x: (0) y: (180)\npoint in direction (90)\nshow\nstart sound [High Whoosh v]\nrepeat until <[20] > (y position)>\n change size by (((75) - (size)) / (5))\n change y by (((19) - (y position)) / (5))\nend\ngo to x: (0) y: (20)\nClone\nswitch costume to (red4 v)\ncreate clone of (_myself_ v)\nswitch costume to (red v)\nwait until <(ColorChange?) = [1]>\nstart sound [Suction Cup v]\nswitch costume to (costume2 v)\nrepeat until <[1] > (y position)>\n change y by (((0) - (y position)) / (5))\nend\nstamp\nhide\nswitch costume to (red v)\nrepeat (3)\n wait (0.05) seconds\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (0)\nset size to (1) %\nshow\nrepeat until <(size) > [199.9]>\n change size by (((200) - (size)) / (5))\n turn right (((85) - (direction)) / (7)) degrees\n go to [front v] layer\nend\nerase all\nrepeat until <(timer) > [5]>\n change size by (0.2)\n turn right (0.2) degrees\nend\nset [spin v] to [10]\nrepeat until <[10] > (size)>\n change size by (Spin)\n change [spin v] by (-1)\nend\nswitch costume to (costume2 v)\nset size to (50) %\nwait until <(timer) > [6.5]>\nchange y by (-1)\nbroadcast (message1 v)\nrepeat until <[-179] > (y position)>\n change y by ((y position) / (5))\n change size by (-1)\nend\nhide\n\nwhen I receive [intro v]\nset volume to (100) %\nwait (.5) seconds\nstart sound [FR Time Lapse v]\n\nrepeat (100)\n change volume by (10)\nend\n\nwhen flag clicked\nbroadcast (intro v)\n\n
Welcome to Ice, a 15 level trek through the cold plains. \nAvoid spikes and freezing water, and make it home alive.\nControls: WASD or Arrow Keys or Mobile\n\nCan we get this on Trending?
Nature - 3D Platformer #games
@Stage\n\n@Note\n\n@3D\n\ndefine broadcast\nbroadcast (tick v)\nbroadcast (tick v)\n\ndefine Tick\nbroadcast\nerase all\npen up\nset pen size to (2)\nLevel\nTurn and Move\nbroadcast\n\nwhen I receive [tick v]\nbroadcast\nTick\nbroadcast\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset pen size to (20)\nchange pen (brightness v) by (-10)\ngo to x: (ax) y: (ay)\npen down\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\nchange pen (brightness v) by (10)\nif <(Fill on?) = [Yes]> then\n set [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\n set [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\n set [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\n set [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\n set [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\n set [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\n set [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\n set [aox v] to ((incx) - (ax))\n set [aoy v] to ((incy) - (ay))\n set [box v] to ((incx) - (bx))\n set [boy v] to ((incy) - (by))\n set [cox v] to ((incx) - (cx))\n set [coy v] to ((incy) - (cy))\n if <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\n else\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\n end\n set [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\n set [td v] to ((1) + (0))\n go to x: (round (incx)) y: (round (incy))\n set pen size to (ind)\n pen down\n repeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n end\n pen up\nend\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 set [value v] to (item ((List_Item) + (1)) of [teleport x v])\n replace item ((List_Item) + (1)) of [teleport x v] with (item (List_Item) of [teleport x v])\n replace item (List_Item) of [teleport x v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [teleport y v])\n replace item ((List_Item) + (1)) of [teleport y v] with (item (List_Item) of [teleport y v])\n replace item (List_Item) of [teleport y v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [teleport z v])\n replace item ((List_Item) + (1)) of [teleport z v] with (item (List_Item) of [teleport z v])\n replace item (List_Item) of [teleport z 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 Calculate Trig Values (x) (y)\nset [sin x v] to ([sin v] of (y) )\nset [cos x v] to ([cos v] of (y) )\nset [sin y v] to ([sin v] of (x) )\nset [cos y v] to ([cos v] of (x) )\n\ndefine Turn and Move\nset [speed v] to [2]\nset [rot speed v] to [4]\nchange [rot x v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (Rot Speed))\nchange [rot y v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (Rot Speed))\nif <[90] < (rot Y)> then\n set [rot y v] to [89]\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-89]\nend\nCalculate Trig Values (rot X) (rot Y)\nchange [zvel v] by (((<key (w v) pressed?> - <key (s v) pressed?>) * (cos Y)) * (Speed))\nchange [xvel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * (sin Y)) * (Speed))\nchange [zvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (sin Y)) * (Speed))\nchange [xvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (cos Y)) * (Speed))\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 <(Player y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(Player y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(Player Z) < ((item (i) of [cube z pos v]) - (95))>> and <not <(Player Z) > ((item (i) of [cube z pos v]) + (95))>>> and <<not <(Player x) < ((item (i) of [cube x pos v]) - (95))>> and <not <(Player x) > ((item (i) of [cube x pos v]) + (95))>>>>> then\n if <not <(item (i) of [platform type v]) = [Player]>> then\n if < (item (i) of [platform type v]) contains [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]) = [Bounce]> then\n set [y vel v] to ((Gravity) * (30))\n else\n if <(item (i) of [platform type v]) = [Teleport]> then\n Reset\n set [player x v] to (item (i) of [teleport x v])\n set [player y v] to (item (i) of [teleport y v])\n set [player z v] to (item (i) of [teleport z v])\n else\n if <(item (i) of [platform type v]) = [Gravity]> then\n set [gravity v] to ((Gravity) * (-1))\n change [player y v] by ((Gravity) * (200))\n set [y vel v] to ((30) * (Gravity))\n else\n if <(item (i) of [platform type v]) = [Water]> then\n set [y vel v] to ((Y vel) * (0.9))\n set [xvel v] to ((Xvel) * (0.5))\n set [zvel v] to ((Zvel) * (0.5))\n if <key (space v) pressed?> then\n set [y vel v] to ((10) * ((Gravity) * (-1)))\n end\n else\n if <(item (i) of [platform type v]) = [End]> then\n change [level v] by (1)\n Reset\n end\n end\n end\n end\n 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 (Gravity)\nchange [player y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [player z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [player x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to ((-15) * (Gravity))\nend\nif <(cam y) < [-500]> then\n Reset\nend\nif <(Person view) = [3]> then\n Set up 3rd person view cam (Player x) (Player y) (Player Z) [200] [200]\n Level design ((Player x) / (100)) (((Player y) - (30)) / (100)) ((Player Z) / (100)) [Player]\nelse\n Set Up First person view\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling? v] to [0]\n end\n set [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 [player z v] by (-1)\n else\n change [player z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [player x v] to [0]\nset [player y v] to [150]\nset [player z v] to [0]\nset [y vel v] to [0]\nset [gravity v] to [-1]\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\ndelete all of [teleport x v]\ndelete all of [teleport y v]\ndelete all of [teleport z v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform Green]\n Level design [0] [0] [1] [Platform Green]\n Level design [1] [0] [1] [Platform Green]\n Level design [1] [0] [0] [Platform Green]\n Level design [-1] [0] [1] [Platform Green]\n Level design [-1] [0] [0] [Platform Green]\n Level design [2] [1] [2] [Platform Brown]\n Level design [2] [2] [2] [Platform Brown]\n Level design [2] [4] [2] [Platform Green]\n Level design [1] [3] [2] [Platform Green]\n Level design [2] [3] [3] [Platform Green]\n Level design [3] [3] [2] [Platform Green]\n Level design [2] [3] [1] [Platform Green]\n Level design [-1] [2] [2] [Platform Green]\n Level design [-3] [1] [2] [Platform Green]\n Level design [2] [4] [5] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform Green]\n Level design [1] [0] [1] [Water]\n Level design [0] [0] [1] [Water]\n Level design [-1] [0] [1] [Water]\n Level design [1] [0] [2] [Water]\n Level design [0] [0] [2] [Water]\n Level design [-1] [0] [2] [Water]\n Level design [1] [0] [3] [Water]\n Level design [0] [0] [3] [Water]\n Level design [-1] [0] [3] [Water]\n Level design [1] [-4] [4] [Platform Green]\n Level design [0] [-4] [4] [Platform Green]\n Level design [-1] [-4] [4] [Platform Green]\n Level design [0] [-4] [2] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [-1] [0] [Platform Green]\n Level design [0] [0] [0] [Platform Brown]\n Level design [0] [1] [0] [Platform Brown]\n Level design [0] [3] [0] [Platform Green]\n Level design [0] [2] [1] [Platform Green]\n Level design [0] [2] [-1] [Platform Green]\n Level design [1] [2] [0] [Platform Green]\n Level design [-1] [2] [0] [Platform Green]\n Level design [0] [-1] [5] [Platform Green]\n Level design [0] [0] [5] [Platform Brown]\n Level design [0] [1] [5] [Platform Brown]\n Level design [0] [3] [5] [Platform Green]\n Level design [0] [2] [6] [Platform Green]\n Level design [0] [2] [4] [Platform Green]\n Level design [1] [2] [5] [Platform Green]\n Level design [-1] [2] [5] [Platform Green]\n Level design [4] [-1] [5] [Platform Green]\n Level design [4] [0] [5] [Platform Brown]\n Level design [4] [1] [5] [Platform Brown]\n Level design [4] [3] [5] [Platform Green]\n Level design [4] [2] [6] [Platform Green]\n Level design [4] [2] [4] [Platform Green]\n Level design [5] [2] [5] [Platform Green]\n Level design [3] [2] [5] [Platform Green]\n Level design [8] [0] [5] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [1] [1] [Platform Brown]\n Level design [0] [2] [1] [Platform Brown]\n Level design [0] [3] [1] [Platform Brown]\n Level design [0] [4] [1] [Platform Brown]\n Level design [0] [5] [1] [Platform Brown]\n Level design [0] [6] [1] [Platform Brown]\n Level design [0] [7] [1] [Platform Brown]\n Level design [0] [8] [1] [Platform Brown]\n Level design [0] [9] [1] [Platform Brown]\n Level design [0] [10] [1] [Platform Brown]\n Level design [0] [0] [0] [Platform Green]\n Level design [1] [1] [0] [Platform Green]\n Level design [1] [2] [1] [Platform Green]\n Level design [1] [3] [2] [Platform Green]\n Level design [0] [4] [2] [Platform Green]\n Level design [-1] [5] [2] [Platform Green]\n Level design [-1] [6] [1] [Platform Green]\n Level design [-1] [7] [0] [Platform Green]\n Level design [0] [8] [0] [Platform Green]\n Level design [1] [9] [0] [Platform Green]\n Level design [1] [10] [1] [Platform Green]\n Level design [1] [11] [1] [Platform Green]\n Level design [1] [11] [2] [Platform Green]\n Level design [0] [11] [2] [Platform Green]\n Level design [-1] [11] [2] [Platform Green]\n Level design [-1] [11] [1] [Platform Green]\n Level design [-1] [11] [0] [Platform Green]\n Teleport player from(CUBE POS) [0] [11] [1] To [0] [5] [30]\n Level design [2] [10] [0] [Platform Green]\n Level design [2] [10] [1] [Platform Green]\n Level design [2] [10] [2] [Platform Green]\n Level design [-2] [10] [0] [Platform Green]\n Level design [-2] [10] [1] [Platform Green]\n Level design [-2] [10] [2] [Platform Green]\n Level design [1] [10] [3] [Platform Green]\n Level design [0] [10] [3] [Platform Green]\n Level design [-1] [10] [3] [Platform Green]\n Level design [1] [10] [-1] [Platform Green]\n Level design [0] [10] [-1] [Platform Green]\n Level design [-1] [10] [-1] [Platform Green]\n Level design [0] [0] [30] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform Green]\n Level design [0] [0] [1] [Water]\n Level design [0] [1] [1] [Water]\n Level design [0] [2] [1] [Water]\n Level design [0] [3] [1] [Water]\n Level design [0] [4] [1] [Water]\n Level design [0] [5] [1] [Water]\n Level design [0] [6] [1] [Water]\n Level design [0] [1] [2] [Platform Grey]\n Level design [0] [2] [2] [Platform Grey]\n Level design [0] [3] [2] [Platform Grey]\n Level design [0] [4] [2] [Platform Grey]\n Level design [0] [5] [2] [Platform Brown]\n Level design [0] [6] [1] [Water]\n Level design [1] [1] [2] [Platform Grey]\n Level design [1] [2] [2] [Platform Grey]\n Level design [1] [3] [2] [Platform Grey]\n Level design [1] [4] [2] [Platform Grey]\n Level design [1] [5] [2] [Platform Brown]\n Level design [1] [6] [1] [Platform Green]\n Level design [-1] [1] [2] [Platform Grey]\n Level design [-1] [2] [2] [Platform Grey]\n Level design [-1] [3] [2] [Platform Grey]\n Level design [-1] [4] [2] [Platform Grey]\n Level design [-1] [5] [2] [Platform Brown]\n Level design [-1] [6] [1] [Platform green]\n Level design [0] [6] [2] [Water]\n Level design [0] [6] [3] [Water]\n Level design [0] [6] [4] [Water]\n Level design [1] [6] [4] [Water]\n Level design [1] [6] [2] [Platform Green]\n Level design [-1] [6] [2] [Platform Green]\n Level design [1] [6] [3] [Platform Green]\n Level design [-1] [6] [3] [Platform Green]\n Level design [-1] [6] [4] [Platform Green]\n Level design [0] [6] [6] [Platform Green]\n Level design [0] [6] [9] [End]\n else\n Level design [-3] [0] [1] [Water]\n Level design [-2] [0] [1] [Water]\n Level design [-1] [0] [1] [Water]\n Level design [-3] [0] [2] [Water]\n Level design [-2] [0] [2] [Water]\n Level design [-1] [0] [2] [Water]\n Level design [-3] [0] [2] [Platform Green]\n Level design [-2] [0] [3] [Water]\n Level design [-1] [0] [3] [Water]\n Level design [-3] [0] [3] [Platform Green]\n Level design [-2] [0] [4] [Water]\n Level design [-1] [0] [4] [Water]\n Level design [-3] [0] [4] [Platform Green]\n Level design [-3] [0] [0] [Platform Green]\n Level design [-2] [0] [0] [Platform Green]\n Level design [-1] [0] [0] [Platform Green]\n Level design [0] [0] [0] [Platform Green]\n Level design [1] [0] [0] [Platform Green]\n Level design [2] [0] [0] [Platform Green]\n Level design [3] [0] [0] [Platform Green]\n Level design [0] [0] [1] [Platform Green]\n Level design [1] [0] [1] [Platform Green]\n Level design [2] [0] [1] [Platform Green]\n Level design [3] [0] [1] [Platform Green]\n Level design [0] [0] [2] [Platform Green]\n Level design [1] [0] [2] [Platform Green]\n Level design [2] [0] [2] [Platform Green]\n Level design [3] [0] [2] [Platform Green]\n Moving platform [2] [0] [4] to [2] [8] [4] Speed [15] Platform type [Platform Green]\n Level design [2] [1] [4] [Platform Green]\n Level design [0] [0] [3] [Platform Green]\n Level design [1] [0] [3] [Platform Green]\n Level design [2] [0] [3] [Platform Green]\n Level design [0] [0] [3] [Platform Green]\n Level design [0] [0] [4] [Water]\n Level design [1] [0] [4] [Platform Green]\n Level design [3] [0] [4] [Platform Green]\n Level design [3] [0] [3] [Platform Green]\n Moving platform [2] [0] [4] to [2] [8] [4] Speed [15] Platform type [Platform Green]\n Level design [0] [0] [3] [Platform Green]\n Level design [1] [0] [3] [Platform Green]\n Level design [2] [0] [3] [Platform Green]\n Level design [0] [0] [3] [Platform Green]\n Level design [0] [0] [4] [Water]\n Level design [1] [0] [4] [Platform Green]\n Level design [3] [1] [4] [Platform Green]\n Level design [3] [1] [3] [Platform Green]\n Level design [0] [1] [4] [Water]\n Level design [-1] [1] [4] [Water]\n Level design [0] [2] [4] [Water]\n Level design [-1] [2] [4] [Water]\n Level design [0] [3] [4] [Water]\n Level design [-1] [3] [4] [Water]\n Level design [0] [4] [4] [Water]\n Level design [-1] [4] [4] [Water]\n Level design [0] [5] [4] [Water]\n Level design [-1] [5] [4] [Water]\n Level design [0] [1] [5] [Platform Grey]\n Level design [-1] [1] [5] [Platform Grey]\n Level design [0] [2] [5] [Platform Grey]\n Level design [-1] [2] [5] [Platform Grey]\n Level design [0] [3] [5] [Platform Grey]\n Level design [-1] [3] [5] [Platform Grey]\n Level design [0] [4] [5] [Platform Grey]\n Level design [-1] [4] [5] [Platform Grey]\n Level design [0] [5] [5] [Platform Grey]\n Level design [-1] [5] [5] [Platform Grey]\n Level design [2] [1] [5] [Platform Grey]\n Level design [3] [1] [5] [Platform Grey]\n Level design [2] [2] [5] [Platform Grey]\n Level design [3] [2] [5] [Platform Grey]\n Level design [2] [3] [5] [Platform Grey]\n Level design [3] [3] [5] [Platform Grey]\n Level design [2] [4] [5] [Platform Grey]\n Level design [3] [4] [5] [Platform Grey]\n Level design [2] [5] [5] [Platform Grey]\n Level design [3] [5] [5] [Platform Grey]\n Level design [1] [1] [5] [Platform Grey]\n Level design [1] [2] [5] [Platform Grey]\n Level design [1] [3] [5] [Platform Grey]\n Level design [1] [4] [5] [Platform Grey]\n Level design [1] [5] [5] [Platform Grey]\n Level design [-2] [1] [5] [Platform Grey]\n Level design [-3] [1] [5] [Platform Grey]\n Level design [-2] [2] [5] [Platform Grey]\n Level design [-3] [2] [5] [Platform Grey]\n Level design [-2] [3] [5] [Platform Grey]\n Level design [-3] [3] [5] [Platform Grey]\n Level design [-2] [4] [5] [Platform Grey]\n Level design [-3] [4] [5] [Platform Grey]\n Level design [-2] [5] [5] [Platform Grey]\n Level design [-3] [5] [5] [Platform Grey]\n Level design [-1] [1] [5] [Platform Grey]\n Level design [-1] [2] [5] [Platform Grey]\n Level design [-1] [3] [5] [Platform Grey]\n Level design [-1] [4] [5] [Platform Grey]\n Level design [-1] [5] [5] [Platform Grey]\n Level design [3] [5] [5] [Platform Green]\n Level design [2] [5] [5] [Platform Green]\n Level design [1] [5] [5] [Platform Green]\n Level design [0] [5] [5] [Water]\n Level design [-1] [5] [5] [Water]\n Level design [-2] [5] [5] [Platform Green]\n Level design [-3] [5] [5] [Platform Green]\n Level design [3] [5] [6] [Platform Green]\n Level design [2] [5] [6] [Platform Green]\n Level design [1] [5] [6] [Platform Green]\n Level design [0] [5] [6] [Water]\n Level design [-1] [5] [6] [Water]\n Level design [-2] [5] [6] [Platform Green]\n Level design [-3] [5] [6] [Platform Green]\n Level design [3] [5] [7] [Platform Green]\n Level design [2] [5] [7] [Platform Green]\n Level design [1] [5] [7] [Water]\n Level design [0] [5] [7] [Water]\n Level design [-1] [5] [7] [Water]\n Level design [-2] [5] [6] [Platform Green]\n Level design [-3] [5] [6] [Platform Green]\n Teleport player from(CUBE POS) [2] [1] [2] To [2] [10] [6]\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]) < [1100]> then\n Select color (item (ii) of [platform type v])\n Draw Filled Cube At (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v])\n end\nend\nDraw Crosshair\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3434)\n else\n if <(current platform type) = [Water]> then\n set pen color to (#207cff)\n else\n if <(current platform type) = [Bounce]> then\n set pen color to (#ffec20)\n else\n if <(current platform type) = [Gravity]> then\n set pen color to (#ff00d0)\n else\n if <(current platform type) = [Platform Green]> then\n set pen color to (#00e61e)\n else\n if <(current platform type) = [Platform Grey]> then\n set pen color to (#b0b0b0)\n else\n if <(current platform type) = [Platform Brown]> then\n set pen color to (#e08a2a)\n else\n if <(current platform type) = [Teleport]> then\n set pen color to (#bf00ff)\n else\n if <(current platform type) = [End]> then\n set pen color to (#00ff15)\n else\n if <(current platform type) = [Player]> then\n set pen color to (#ff9e30)\n end\n end\n end\n end\n end\n end\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]\nadd [] to [teleport x v]\nadd [] to [teleport y v]\nadd [] to [teleport z v]\n\ndefine Moving platform (x1) (y1) (z1) to (x2) (y2) (z2) Speed (speed) Platform type (type)\nset [speed sin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nLevel design (((((x2) - (x1)) / (2)) * (speed Sin)) + (x1)) (((((y2) - (y1)) / (2)) * (speed Sin)) + (y1)) (((((z2) - (z1)) / (2)) * (speed Sin)) + (z1)) (type)\n\ndefine Set up 3rd person view cam (player x) (player y) (player z) (distance) (height)\nset [cam x v] to ((player x) + (((distance) * (sin Y)) * (cos X)))\nset [cam z v] to ((player z) + ((((distance) * (-1)) * (cos Y)) * (cos X)))\nset [cam y v] to ((player y) + ((distance) * ((sin X) * (-1))))\n\ndefine Draw Filled Cube At (x) (y) (z)\nif <(cam z) < ((z) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam z) > ((z) + (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\nend\nif <(cam x) > ((x) + (50))> then\n Draw square| Insert the 2 corners ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam x) < ((x) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam y) > ((y) + (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (50)) [] [] []\n Fill 3D Tri ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50)) [] [] []\nend\nif <(cam y) < ((y) - (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50)) [] [] []\n Fill 3D Tri ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50)) [] [] []\nend\n\ndefine Fill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (x4) (y4) (z4)\nX Y Z Setup (x1) (y1) (z1)\nset [x1 v] to (X3)\nset [y1 v] to (Y3)\nset [z1 v] to (Z3)\nX Y Z Setup (x2) (y2) (z2)\nset [x2 v] to (X3)\nset [y2 v] to (Y3)\nset [z2 v] to (Z3)\nX Y Z Setup (x3) (y3) (z3)\nif <not <<(z1) < [1]> and <<(z2) < [1]> and <(Z3) < [1]>>>> then\n Z Clip\n set pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (6))\n fill ((FOV) * ((x1) / (z1))) ((FOV) * ((y1) / (z1))) ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2))) ((FOV) * ((X3) / (Z3))) ((FOV) * ((Y3) / (Z3))) resolution: (1)\nend\n\ndefine Set Point (x) (y) (z)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [z3 v] to (z)\n\ndefine X Y Z Setup (x) (y) (z)\nSet Point ((x) - (cam x)) [] ((z) - (cam z))\nSet Point (((Z3) * (sin Y)) + ((X3) * (cos Y))) ((y) - (cam y)) (((Z3) * (cos Y)) - ((X3) * (sin Y)))\nSet Point (X3) (((Y3) * (cos X)) - ((Z3) * (sin X))) (((Y3) * (sin X)) + ((Z3) * (cos X)))\n\ndefine Z Clip\nif <(z1) < [1]> then\n set [z1 v] to [1]\nend\nif <(z2) < [1]> then\n set [z2 v] to [1]\nend\nif <(Z3) < [1]> then\n set [z3 v] to [1]\nend\n\nwhen flag clicked\nset [fill on? v] to [Yes]\nswitch costume to (costume2 v)\nset size to (Infinity) %\nswitch costume to (costume1 v)\nReset\nset [level v] to [1]\nforever\n broadcast\nend\n\ndefine Set Up First person view\nset [cam x v] to (Player x)\nset [cam z v] to (Player Z)\nset [cam y v] to (Player y)\n\nwhen [1 v] key pressed\nset [person view v] to [1]\n\nwhen [3 v] key pressed\nset [person view v] to [3]\n\ndefine Draw Crosshair\nset pen size to (2)\nset pen color to (#ffffff)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\ngo to x: (0) y: (0)\ngo to x: (0) y: (-10)\ngo to x: (0) y: (10)\npen up\n\ndefine Draw square| Insert the 2 corners (x1) (y1) (z1) (x2) (y2) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x2) (y1) (z2) [] [] []\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x1) (y2) (z1) [] [] []\n\nLevel design [X] [Y] [Z] [Type]\n\nMoving platform [X1] [Y1] [Z1] to [X2] [Y2] [Z2] Speed [Speed] Platform type [Type]\n\nLevel design [X] [Y] [Z] [Platform]\nLevel design [X] [Y] [Z] [Lava]\nLevel design [X] [Y] [Z] [Bounce]\nLevel design [X] [Y] [Z] [Water]\nLevel design [X] [Y] [Z] [End]\n\ndefine Teleport player from(CUBE POS) (x) (y) (z) To (x1) (y1) (z1)\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 [Teleport] to [platform type v]\nadd ((x1) * (100)) to [teleport x v]\nadd ((y1) * (100)) to [teleport y v]\nadd ((z1) * (100)) to [teleport z v]\n\nLevel design [] [] [] []\n\nMoving platform [] [] [] to [] [] [] Speed [] Platform type []\n\nTeleport player from(CUBE POS) [] [] [] To [] [] []\n\nwhen [f v] key pressed\nset [fill on? v] to [Yes]\n\nwhen [g v] key pressed\nset [fill on? v] to [No]\n\nwhen [p v] key pressed\nchange [level v] by (1)\n\nfill ((FOV) * ((x1) / (z1))) ((FOV) * ((y1) / (z1))) ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2))) ((FOV) * ((X3) / (Z3))) ((FOV) * ((Y3) / (Z3))) resolution: (1)\n\n@Screenshot_2020-07-10 Scratch - 3D Platformer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n
READ EVERYTHING HERE \n\nI messed up with see inside and unshare lol.\n\nWarning laggy!!! Use https://forkphorus.github.io/#410656313 if it works (For me it didn't)\n\n @k0stya presents\n - Nature -\n 3D Platformer\n \n\nThis is a 3D platformer that has many nature aspects such as parkour on trees, climbing jungle trees, and so on! This contains 5 levels of simple but fun challenges!\n\nWARNING!!!\nThis may lag a lot especially the end level. Recommended to play on\n https://forkphorus.github.io/#410656313 if it works (For me it didn't)\n\nG for Wireframe (Less Lag)\nF for Filled (More Lag\n\n -Movement-\n- Wasd to move\n- Arrow keys or cursor to look around\n\nP To Skip\n1 For First Person View\n3 For Third Person Viw\n\n Levels\n~Tree Climb\n~Floating Pond\n~Tree run\n~Vines\n~Floating Falls\n~End Level\n\nI didn't have enough time to add more fun levels with gravity changes, Lava, Bounce. Due to going to camping.\n
adventure / platformer #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [bensound-summer v] until done\nend\n\n@player\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-219) y: (183)\nset [y v] to [0]\nset [x v] to [0]\nforever\n create clone of (_myself_ v)\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (next level v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (25)\n end\n go to x: (-219) y: (183)\n set [ghost v] effect to (0)\n end\n if <touching (bouncy v)?> then\n set [y v] to [30]\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 I receive [next level v]\ngo to x: (-219) y: (183)\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [8]>> then\n next costume\n next backdrop\nend\n\n@spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [8]>> then\n next costume\nend\n\n@backstuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\nset size to (pick random (60) to (0)) %\nset [ghost v] effect to (pick random (65) to (112))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (6) to (1)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@Bouncy\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [8]>> then\n next costume\nend\n\n@THUMBNAIL \n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
100% possible \nArrow keys, WAS and mobile and follow @aswed-\nmy first platformer!\n-avoid spikes (gray)\n-win!\n-bouncy makes you go high (orange)\n----------------please leave a heart and star!-----------------\nplease follow me!--------------------------------------------------
Windy || A Mobile Friendly Platformer {APT Entry}
@Stage\n\n@wind\n\nwhen flag clicked\nset [count v] to [0]\nforever\n if <(count) < [10]> then\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nchange [count v] by (1)\nhide\ngo to x: (-230) y: (pick random (175) to (-175))\ngo [backward v] (2) layers\ngo to [front v] layer\nset [ghost v] effect to (50)\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(x position) > [245]>\n move (((speed) * (10)) + (10)) steps\n turn right (pick random (-5) to (5)) degrees\nend\nchange [count v] by (-1)\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nshow\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-81)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to (((x) - (-0.3)) * (0.9))\n change x by (x)\n if <<touching color (#860000)?> or <touching color (#00ff3d)?>> then\n change y by (1)\n end\n if <<touching color (#860000)?> or <touching color (#00ff3d)?>> then\n change y by (1)\n end\n if <<touching color (#860000)?> or <touching color (#00ff3d)?>> then\n change y by (1)\n end\n if <<touching color (#860000)?> or <touching color (#00ff3d)?>> then\n change y by (1)\n end\n if <<touching color (#860000)?> or <touching color (#00ff3d)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#860000)?> or <touching color (#00ff3d)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching color (#860000)?> or <touching color (#00ff3d)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff8f8f)?> or <touching color (#ff3535)?>> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (-196) y: (-81)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-81)\n end\n if <(y position) < [-180]> then\n go to x: (-196) y: (-81)\n end\nend\n\nwhen flag clicked\nwait (5.5) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I receive [hjkuygbnmhgb ddd v]\ngo to x: (-196) y: (-81)\n\nwhen I receive [hhhh v]\nswitch backdrop to (next backdrop v)\ngo to x: (-196) y: (-81)\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nclear graphic effects\nswitch costume to (rays v)\ngo to x: (210) y: (170)\ncreate clone of (_myself_ v)\nforever\n turn right (1) degrees\nend\n\nwhen I start as a clone\nswitch costume to (sun v)\n\nwhen I receive [dead v]\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\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 (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) 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 (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite1\n\nwhen backdrop switches to [field at mit v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [urban v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [forest v]\nhide\n\nwhen backdrop switches to [canyon v]\nshow\n\n@Sprite4\n\nwhen backdrop switches to [urban2 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen backdrop switches to [arctic10 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (hjkuygbnmhgb ddd v)\n\ngo to x: (-222) y: (-160)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@skip\n\nwhen this sprite clicked\nbroadcast (hhhh v)\n\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nwait (5) seconds\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nset volume to (100) %\nstart sound [FLIGHT v]\nset [clones v] to [0]\nreset timer\nrepeat (8)\n change [clones v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait until <(timer) > [3]>\nrepeat (20)\n change volume by (-7)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <<(Clones) > [0]> and <(Clones) < [9]>> then\n show\n go to x: (0) y: (0)\n switch costume to (Clones)\n set [ghost v] effect to (100)\n point in direction (0)\n set size to (99999999) %\n repeat (50)\n change size by (((125) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [4]>\nrepeat (50)\n change size by (((175) - (size)) / (8))\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (11) y: (-28)\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (hello v)\n\n
Can We Get this Top Loved!?!\n\nPlease Propose this to be Featured!\n\nJoin My 500 Follower Platformer Contest! https://scratch.mit.edu/projects/410860321/ \n\nPlz Don't Advertise, All Advertising Will Be Reported!!!\n\nNew Level After 50 followers! 25/50\n\nRemix all you want!\n\nMusic: Vexento - Pixel Party\nThanks To @ceebee for the wind sprite \nThanks to @PleaseDontKikMe for the sun sprite \nThanks To @Plant2 For the skip And reset Button \nThanks for all the coding and everything else @bookdog17\n
Rainbow platformer
@Stage\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (lvl6 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2233]\n set [y v] to [144]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [4307]\n set [y v] to [-80]\n if <(SCROLL X) > [5761]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-6 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nwait (5) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n
KÜP III (a HARD Platformer)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (!Level)\nend\n\n@Oyuncu\n\ndefine Oyuncuyu getir: (x) (y) Büyüklüğü: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Yerçekimi ve Fizikler falan\nforever\n if <(Bölüm Test) = [1]> then\n change [y v] by (-1)\n if <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (d 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 (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (tikenn v)?> or <touching (engeller v)?>> or <(y position) < [-175]>> or <<key (r v) pressed?> or <touching (rip v)?>>> then\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n broadcast (OOf v)\n end\n if <touching color (#f6ff00)?> then\n set [y v] to [20]\n end\n else\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n 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 (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (tikenn v)?> or <touching (engeller v)?>> or <(y position) < [-175]>> or <<key (r v) pressed?> or <touching (rip v)?>>> then\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n broadcast (OOf v)\n end\n if <touching color (#f6ff00)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen flag clicked\nset [müzik v] to [1]\nset [for musc v] to [1]\n\nwhen [m v] key pressed\nset [müzik v] to [0]\nstop all sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nset [!level v] to [1]\nshow\nOyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Yerçekimi ve Fizikler falan\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <(username) = [OYUNKONSOLU41]> then\n switch costume to (8 v)\n end\n if <(username) = [efegamer66]> then\n switch costume to (4 v)\n end\n if <(username) = [hasanbaba123456789h]> then\n switch costume to (7 v)\n end\n if <not <<<(username) = [efegamer66]> or <(username) = [hasanbaba123456789h]>> or <(username) = [OYUNKONSOLU41]>>> then\n switch costume to (1 v)\n end\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <(Müzik) = [1]> then\n if <not <(!Level) = [24]>> then\n if <not <<(username) = [efegamer66]> or <(username) = [hasanbaba123456789h]>>> then\n if <(For musc) = [1]> then\n wait (0) seconds\n play sound [Undertale - Papyrus Theme Song - Bonetrousle v] until done\n end\n if <(For musc) = [2]> then\n wait (0) seconds\n play sound [Vicetone & Tony Igy - Astronomia v] until done\n end\n if <(For musc) = [3]> then\n wait (0) seconds\n play sound [\[8-bit\] Bonetrousle Undertale v] until done\n end\n if <(For musc) = [4]> then\n wait (0) seconds\n play sound [Undertale Megolovania v] until done\n end\n if <(For musc) = [5]> then\n wait (0) seconds\n play sound [Heartache \(from Undertale\) - Piano Tutorial v] until done\n end\n end\n if <(username) = [efegamer66]> then\n play sound [Undertale Megolovania v] until done\n end\n if <(username) = [hasanbaba123456789h]> then\n play sound [Vicetone & Tony Igy - Astronomia v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(!Level) = [24]> then\n stop all sounds\n wait until <[1] = [2]>\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(!Level) = [24]> then\n play sound [Dance Around v] until done\n end\nend\n\nwhen flag clicked\nset [!level v] to [1]\n\nwhen I receive [i̇ntro bitişe git v]\nforever\n if <<not <(!Level) = [24]>> and <not <(!Level) = [5]>>> then\n if <(x position) > [230]> then\n change [!level v] by (1)\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n end\n else\n if <[-230] > (x position)> then\n if <(!Level) = [5]> then\n change [!level v] by (1)\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n end\n end\n end\nend\n\n@Tikenn\n\nwhen flag clicked\n\ngo to x: (16) y: (-77)\nforever\n if <(!Level) = [14]> then\n wait until <(distance to [oyuncu v]) < [70]>\n go to x: (16) y: (0)\n end\nend\n\nwhen I receive [oof v]\nset [x v] to [0]\nset [y v] to [0]\nwait (0.01) seconds\ngo to x: (16) y: (-77)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\n if <(!Level) = [14]> then\n show\n else\n hide\n end\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Rip\n\nwhen I start as a clone\nshow\nif <(!Level) = [14]> then\n repeat until <[170] < (y position)>\n set size to (15) %\n change y by (5)\n end\n delete this clone\nend\nif <(!Level) = [20]> then\n if <(nereye) = [yana]> then\n repeat until <(x position) < [-110]>\n set size to (20) %\n change x by (-5)\n end\n delete this clone\n end\n if <(nereye) = [alta]> then\n repeat until <(y position) < [-120]>\n set size to (20) %\n change y by (-5)\n end\n delete this clone\n end\nend\n\nwhen I receive [oyun başladıo v]\npoint in direction (180)\nhide\nforever\n if <(!Level) = [14]> then\n point in direction (180)\n go to x: (170) y: (-200)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <(!Level) = [20]> then\n point in direction (90)\n go to x: (200) y: (-95)\n set [nereye v] to [yana]\n create clone of (_myself_ v)\n wait (0.8) seconds\n point in direction (0)\n go to x: (0) y: (200)\n set [nereye v] to [alta]\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.01) seconds\n next costume\nend\n\nwhen flag clicked\nset size to (15) %\nset [l 14 comp ? v] to [0]\nset [l 15 comp? v] to [0]\nhide\n\nwhen I start as a clone\nforever\n if <<not <(!Level) = [14]>> and <not <(!Level) = [20]>>> then\n delete this clone\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (!Level)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [oyun başladıo v]\nshow\n\n@Temmie Flakes!\n\nwhen I receive [haber1 v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [haber2 v]\nhide\n\nwhen I receive [i̇ntro bitişe git v]\nhide\n\n@Back\n\nwhen I receive [i̇ntro bitişe git v]\nhide\n\nwhen flag clicked\nshow\n\n@Yazı\n\nwhen flag clicked\nswitch costume to (kostüm 2 v)\nset size to (100) %\nhide\ngo to x: (-85) y: (0)\n\nwhen I receive [i̇ntro bitişe git v]\nbroadcast (Oyun Başladıo v)\nforever\n hide\nend\n\nwhen I receive [yazı gelsin v]\nshow\ngo to x: (-85) y: (0)\nrepeat until <<mouse down?> or <key (any v) pressed?>>\n show\n wait (1) seconds\n hide\n wait (0.2) seconds\nend\n\nwhen I receive [haber1 v]\nswitch costume to (kostüm 1 v)\n\nwhen I receive [haber2 v]\nswitch costume to (kostüm 2 v)\n\nwhen I receive [i̇ntro bitişe git v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [yazı gelsin v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nbroadcast (İntro Bitişe git v)\n\nwhen flag clicked\nwait until <key (g v) pressed?>\nbroadcast (İntro Bitişe git v)\n\n@Engeller\n\nwhen flag clicked\nforever\n switch costume to (!Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nshow\n\n@Panel\n\nwhen flag clicked\nset [bölüm test v] to [0]\nforever\n if <<<key (c v) pressed?> and <key (v v) pressed?>> and < (Yöneticiler) contains (username)?>> then\n ask [] and wait\n if <(answer) = [bt]> then\n if <(Bölüm Test) = [0]> then\n set [bölüm test v] to [1]\n else\n set [bölüm test v] to [0]\n end\n end\n if <(answer) = [g]> then\n change [!level v] by (-1)\n end\n if <(answer) = [i]> then\n change [!level v] by (1)\n end\n end\n if <(answer) = [m]> then\n ask [] and wait\n if <not <(answer) = []>> then\n set [for musc v] to (answer)\n end\n end\nend\n\nwhen flag clicked\nset [bölüm test v] to [0]\nforever\n if <<key (b v) pressed?> and < (Yöneticiler) contains (username)?>> then\n ask [] and wait\n if <not <(answer) = []>> then\n set [!level v] to (answer)\n end\n end\nend\n\n@İntro\n\nwhen flag clicked\nset size to (90) %\ngo to x: (0) y: (0)\nset [efekt v] to [0]\nset [i̇ntro geçildi mi v] to [0]\nrepeat until <(İntro Geçildi mi) = [1]>\n point in direction ((90) + (([sin v] of (Efekt) ) * (3)))\n change [efekt v] by (5)\n change y by ((0) + (([sin v] of (Efekt) ) * (0.5)))\nend\n\nwhen flag clicked\nstart sound [Spooky Scary Skeletons \[Remix\] \[Extended Mix\] v]\n\nrepeat until <(İntro Geçildi mi) = [1]>\nend\n\nwhen flag clicked\nforever\n set [gereksiz v] to (timer)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (95) %\nswitch costume to (cepte v)\nwait (7.530) seconds\nrepeat until <(İntro Geçildi mi) = [1]>\n switch costume to (dunk v)\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n switch costume to (kostüm 1 v)\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n switch costume to (cepte v)\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n switch costume to (cepte2 v)\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n set size to (95) %\n create clone of (_myself_ v)\n wait (0.46) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (6)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ndelete this clone\n\nset size to (110) %\nset size to (100) %\nset size to (110) %\n\nwhen flag clicked\nwait (12.13) seconds\nbroadcast (Yazı Gelsin v)\n\nwhen I receive [i̇ntro bitişe git v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [i̇ntro bitişe git v]\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [oyun başladıo v]\nstop all sounds\n\n
▧▧▧▧▧▧▧▧▧▧▧ KÜP III ▧▧▧▧▧▧▧▧▧▧▧▧\n➳W,A,S,D veya YÖN TUŞLARI ile oynanır\n➳"M" Tuşu ile müzik kapatılır. \n➳"R" Tuşu İle Bölüm yeniden başlatılır\n➳Yıldızlardan ve Dikenlerden uzak durun\n➳"G" Tuşu ile İntroyu Geçebilirsiniz\n➳Oyun test edilmiştir İMKANSIZ BÖLÜM YOKTUR\n\n►KÜP III Oyununu KÜP II' den Ayıran Özellikler Grafikler ve Bölümlerdir\n\n-Arkadaşlar bölümler çok zor biliyorum o yüzden yoğun istek gelirse bi tık daha kolay yapabilirim\n\n
The Dark Forest - a platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Horror - Ambience \(7\).mp3 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Birds and Bluebells - Relaxing 10 Minutes of Bird Song, Sounds, Chirping and Singing.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (99)\nwait (0) seconds\nbroadcast (start v)\n\ndefine touch ground\nchange [falling? v] by (1)\nrepeat until <not <touching (hitbox v)?>>\n change y by (1)\n set [speed y v] to [0]\n set [falling? v] to [0]\nend\n\nwhen I receive [start v]\nset size to (50) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground\n if <key (left arrow v) pressed?> then\n walk [-90] [-4]\n end\n if <key (right arrow v) pressed?> then\n walk [90] [4]\n end\n if <<key (up arrow v) pressed?> and <(FALLING?) < [3]>> then\n set [speed y v] to [12]\n end\n if <<(y position) < [-170]> or <touching (spikes v)?>> then\n go to x: (-200) y: (0)\n set [speed y v] to [0]\n end\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [start v]\nwait (0.001) seconds\nforever\n if <touching (sprite4 v)?> then\n broadcast (fade v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (start v)\n change [level v] by (1)\n end\nend\n\ngo to x: (178) y: (0)\n\nwhen I receive [fade v]\nglide (0.6) secs to x: (178) y: (0)\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (99)\nforever\n switch costume to (level)\nend\n\n@details\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@bg1\n\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Sprite2\n\ngo to x: (0) y: (0)\n\n@Sprite18\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\nset [ghost v] effect to (50)\nswitch costume to (costume2 v)\nforever\n go to x: (481) y: (-50)\n glide (10) secs to x: (-481) y: (-50)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume)\n else\n if <key (up arrow v) pressed?> then\n switch costume to (costume)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (up arrow v) pressed?> then\n set [costume v] to [2]\n wait (0.2) seconds\n set [costume v] to [3]\n wait (0.2) seconds\n else\n if <key (left arrow v) pressed?> then\n set [costume v] to [2]\n wait (0.2) seconds\n set [costume v] to [3]\n wait (0.2) seconds\n else\n if <key (right arrow v) pressed?> then\n set [costume v] to [2]\n wait (0.2) seconds\n set [costume v] to [3]\n wait (0.2) seconds\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I receive [fade v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.1) seconds\nset [ghost v] effect to (0)\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\n@Sprite4\n\nwhen I start as a clone\nset size to (50) %\ngo to x: (pick random (179) to (173)) y: (pick random (6) to (12))\nset [ghost v] effect to (50)\nwait (0.3) seconds\ndelete this clone\n\nwhen flag clicked\nif <not <(level) = [9]>> then\n go to x: (176) y: (9)\n set [ghost v] effect to (50)\n set size to (50) %\n show\n forever\n create clone of (_myself_ v)\n end\nelse\n hide\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\n turn right (2) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(level) = [2]> then\n go to x: (0) y: (-50)\n else\n if <(level) = [4]> then\n go to x: (71) y: (2)\n else\n if <(level) = [5]> then\n go to x: (114) y: (-44)\n else\n if <(level) = [6]> then\n go to x: (36) y: (-100)\n else\n if <(level) = [7]> then\n go to x: (-40) y: (-50)\n create clone of (_myself_ v)\n wait until <not <(level) = [7]>>\n else\n if <(level) = [8]> then\n go to x: (-55) y: (-50)\n end\n end\n end\n end\n end\n end\nend\n\ngo to [back v] layer\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to x: (114) y: (-44)\n\nset [level v] to [8]\n\nwhen I start as a clone\nforever\n if <(level) = [7]> then\n go to x: (70) y: (-50)\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n turn right (2) degrees\nend\n\n@ adaw\n\nwhen I receive [fade v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n go to (sprite1 v)\nend\n\ngo to [front v] layer\n\n@darkness\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
The Dark Forest - A Platformer\n\nArrow keys to move,\nreach the portal at the end of each level,\ndont die :)
☁️ Sky island - Multiplayer platformer -
@Stage\n\nwhen I receive [connected! v]\nforever\n play sound [Chill v] until done\nend\n\n@ステージ\n\nwhen I receive [プログラム2 v]\n移動 ((Camera_x) + (My_x)) ((Camera _y) + (My_y))\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\n\ndefine 配置 (x) (y) (ステージ)\nset [my_x v] to (x)\nset [my_y v] to (y)\n移動 (x) (y)\nswitch costume to (ステージ)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [disconnected v]\nforever\n stop [other scripts in sprite v]\nend\n\ndefine ステージ生成\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [0] [-360] [3]\n配置 [-480] [-360] [4]\n配置 [-480] [0] [5]\n配置 [480] [-360] [6]\n配置 [480] [-360] [7]\n配置 [-480] [180] [8]\n配置 [0] [180] [9]\n配置 [480] [360] [10]\n配置 [960] [-360] [11]\n配置 [800] [50] [12]\n配置 [1250] [50] [12]\n配置 [650] [850] [13]\n配置 [170] [1200] [14]\n配置 [-310] [1430] [14]\n\nwhen I receive [connected! v]\ngo to x: (0) y: (0)\nreset timer\nhide\nステージ生成\n\nadd [すごい!] to [チャットリスト v]\n\n@Player\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (a v)\nset [time v] to [0]\nset [disconnect v] to [0]\nset [点滅 v] to [0]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [チェックポイントx v] to [0]\nset [チェックポイントy v] to [0]\nset [camera _y v] to [0]\nset [camera_x v] to [0]\nset [fps v] to [100]\ngo to x: (0) y: (0)\nset [表示 v] to [0]\n\ndefine 動作\nif <(点滅) = [0]> then\n set [ghost v] effect to (100)\n change [yの力 v] by (-1)\n switch costume to (a v)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<<(mouse x) > [0]> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n change [xの力 v] by (1.5)\n switch costume to (a2 v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<<[0] > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n change [xの力 v] by (-1.5)\n switch costume to (a3 v)\n end\n set [xの力 v] to ((xの力) * (0.8))\n change x by (xの力)\n repeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n if <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [yの力 v] to [12]\n if <(xの力) > [0]> then\n set [xの力 v] to [-11]\n else\n set [xの力 v] to [11]\n end\n broadcast (Sound v)\n else\n set [xの力 v] to [0]\n end\n end\n change y by (yの力)\n if <touching (ステージ v)?> then\n 位置補正y\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) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [15]\n broadcast (Sound2 v)\n end\n change y by (1)\n if <<<touching (針 v)?> or <key (r v) pressed?>> or <[1000] < (Y)>> then\n broadcast (点滅 v)\n end\n 処理\n clear graphic effects\nelse\n if <(点滅) = [1]> then\n 初期位置\n end\nend\nFPS計算\nif <(Disconnect) = [0]> then\n ☁︎Cloud\n broadcast (プログラム2 v)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 位置補正y\nset [_ v] to [0]\nif <(yの力) = [0]> then\n stop [this script v]\nend\nrepeat until <<not <touching (ステージ v)?>> or <(_) = (([ceiling v] of ([abs v] of (yの力) ) ) + (1))>>\n change [_ v] by (1)\n change y by (() - ((yの力) / ([abs v] of (yの力) )))\nend\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (0)\nset [x v] to (チェックポイントx)\nset [y v] to (チェックポイントy)\nset [camera_x v] to (チェックポイントx)\nset [camera _y v] to (チェックポイントy)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\n\ndefine 処理\nchange [x v] by (((Camera_x) - (X)) - (x position))\nchange [y v] by (((Camera _y) - (Y)) - (y position))\nif <[705] < (X)> then\n set [x v] to [705]\nend\nchange [camera_x v] by (round (((X) - (Camera_x)) * (0.1)))\nchange [camera _y v] by (round (((Y) - (Camera _y)) * (0.15)))\nset x to ((Camera_x) - (X))\nset y to ((Camera _y) - (Y))\nif <(end) = [0]> then\n broadcast (プログラム2 v)\nend\n\ndefine 位置補正x\nset [_ v] to [0]\nif <(xの力) = [0]> then\n stop [this script v]\nend\nrepeat until <<not <touching (ステージ v)?>> or <(_) = (([ceiling v] of ([abs v] of (xの力) ) ) + (1))>>\n change [_ v] by (1)\n change x by (() - ((xの力) / ([abs v] of (xの力) )))\nend\nchange x by (((() - ((xの力) / ([abs v] of (xの力) ))) * <not <(_) = (([ceiling v] of ([abs v] of (xの力) ) ) + (1))>>) + (<(_) = (([ceiling v] of ([abs v] of (xの力) ) ) + (1))> * (((xの力) / ([abs v] of (xの力) )) * (_))))\n\ndefine XY入力\nset [xy v] to ((() - (round (X))) + (10000))\nrepeat ((5) - (length of (XY)))\n set [xy v] to (join [0] (XY))\nend\nset [n v] to ((round (Y)) + (10000))\nrepeat ((5) - (length of (n)))\n set [n v] to (join [0] (n))\nend\nset [xy v] to (join (XY) (n))\n\ndefine 位置保存\nif <(何P?) = [1]> then\n set [☁ 1p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\nelse\n if <(何P?) = [2]> then\n set [☁ 2p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [3]> then\n set [☁ 3p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [4]> then\n set [☁ 4p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [5]> then\n set [☁ 5p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [6]> then\n set [☁ 6p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [7]> then\n set [☁ 7p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [8]> then\n set [☁ 8p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [9]> then\n set [☁ 9p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n else\n if <(何P?) = [10]> then\n set [☁ 10p v] to (join (join (join ((costume [number v]) + ((表示) * (3))) (XY)) (暗号化ユーザー名)) (letter (length of (round ((timer) * (10)))) of (round ((timer) * (10)))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connected! v]\n位置保存\nbroadcast (プログラム v)\n\nwhen I receive [disconnected v]\nrepeat (10)\n stop [other scripts in sprite v]\nend\n\nwhen I receive [点滅 v]\nif <(end) = [0]> then\n start sound [recollection1 v]\n set [点滅 v] to [2]\n repeat (3)\n set [ghost v] effect to (100)\n set [表示 v] to [1]\n wait (0.2) seconds\n set [ghost v] effect to (0)\n set [表示 v] to [0]\n wait (0.2) seconds\n end\n set [点滅 v] to [1]\n repeat (2)\n set [ghost v] effect to (100)\n set [表示 v] to [1]\n wait (0.2) seconds\n set [ghost v] effect to (0)\n set [表示 v] to [0]\n wait (0.2) seconds\n end\n set [点滅 v] to [0]\nend\n\nwhen I receive [sound v]\nif <(end) = [0]> then\n play sound [jump2 v] until done\nend\n\nwhen I receive [sound2 v]\nif <(end) = [0]> then\n play sound [jump v] until done\nend\n\ndefine FPS計算\nif <(username) = [hiron0413]> then\n show variable [fps v]\nend\nchange [f v] by (1)\nif <((timer) - (time)) > [0.5]> then\n set [fps v] to ((F) / ((timer) - (time)))\n set [f v] to [0]\n set [time v] to (timer)\nend\n\ndefine ☁︎Cloud\nXY入力\nif <<(FPS) < [6]> and <(timer) > [10]>> then\n set [disconnect v] to [1]\n broadcast (Disconnected v)\n stop [this script v]\nend\n位置保存\n\n@針\n\nwhen I receive [プログラム2 v]\n移動 ((Camera_x) + (My_x)) ((Camera _y) + (My_y))\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\nhide\n配置 [0] [-360] [1]\n配置 [480] [-360] [2]\n配置 [0] [180] [3]\n配置 [480] [-360] [4]\n配置 [960] [-360] [5]\n配置 [650] [850] [6]\n\ndefine 配置 (x) (y) (ステージ)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to (ステージ)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: ((Camera_x) + (My_x)) y: ((Camera _y) + (My_y))\ngo to [back v] layer\nshow\n\nwhen I receive [disconnected v]\nrepeat (10)\n stop [other scripts in sprite v]\nend\n\n@他のplayer\n\nwhen flag clicked\nclear graphic effects\nhide\nset [my_n v] to [0]\nrepeat (10)\n change [my_n v] by (1)\n create clone of (_myself_ v)\nend\nchange [my_n v] by (1)\n\nwhen I receive [プログラム2 v]\nif <(My_n) = [11]> then\n stop [this script v]\nend\nif <(My_n) = (何P?)> then\n delete this clone\nend\nif <<(item (My_n) of [ユーザー名リスト v]) = []> or <(item (My_n) of [ユーザー名リスト v]) = (username)>> then\n hide\nelse\n show\n プログラム\nend\n\nwhen I receive [disconnected v]\nrepeat (10)\n stop [other scripts in sprite v]\nend\n\ndefine プログラム\nhide\nclear graphic effects\nset size to (150) %\npoint in direction (90)\nif <[4] > (item (My_n) of [コスチュームリスト v])> then\n show\n switch costume to (item (My_n) of [コスチュームリスト v])\nend\ngo to x: ((Camera_x) + ((item (My_n) of [座標リスト v]) - (10000))) y: ((Camera _y) - ((item ((10) + (My_n)) of [座標リスト v]) - (10000)))\nif <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n switch costume to (arrow v)\n show\n go to [front v] layer\n set size to (45) %\n go to x: (0) y: (0)\n point in direction (([atan v] of (((0) - ((Camera_x) + ((item (My_n) of [座標リスト v]) - (10000)))) / ((0) - ((Camera _y) - ((item ((10) + (My_n)) of [座標リスト v]) - (10000))))) ) + (<[0] < ((0) - ((Camera _y) - ((item ((10) + (My_n)) of [座標リスト v]) - (10000))))> * (180)))\n move (170) steps\n repeat until <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>>\n move (1) steps\n end\n move (-20) steps\nend\nsay (item (My_n) of [ユーザー名リスト v])\n\nwhen I receive [connected! v]\nif <(My_n) = [11]> then\n stop [this script v]\nend\nif <(My_n) = (何P?)> then\n delete this clone\nend\ngo to x: ((Camera_x) + ((item (My_n) of [座標リスト v]) - (10000))) y: ((Camera _y) - ((item ((10) + (My_n)) of [座標リスト v]) - (10000)))\nset [my_x v] to [0]\nset [my_y v] to [0]\n\nchange [my_x v] by ((((item (My_n) of [座標リスト v]) - (1000)) - (My_x)) / (2.3))\nchange [my_y v] by (((() - ((item ((10) + (My_n)) of [座標リスト v]) - (1000))) - (My_y)) / (2.3))\nset x to ((My_x) + (Camera_x))\nset y to ((Camera _y) - (My_y))\nhide\nclear graphic effects\nset size to (150) %\npoint in direction (90)\nif <[4] > (item (My_n) of [コスチュームリスト v])> then\n show\n switch costume to (item (My_n) of [コスチュームリスト v])\nend\nif <<([abs v] of ((My_x) - (Camera_x)) ) > [240]> or <([abs v] of ((My_y) - (Camera _y)) ) > [180]>> then\nend\nsay (item (My_n) of [ユーザー名リスト v])\n\n@☁️Cloud\n\nwhen flag clicked\nbroadcast (Connecting... v)\nset [end v] to [0]\nユーザー名暗号化\nset [j v] to [0]\nrepeat (10)\n change [i v] by (1)\n replace item (j) of [クラウド保存用 v] with [None]\n replace item (j) of [カウント v] with [0]\n replace item (j) of [ユーザー名リスト v] with []\nend\nrepeat (10)\n set [t v] to (timer)\n wait until <(timer) > ((t) + (0.11))>\n if <<[9] > ((((timer) - (t)) * (10)) mod (10))> or <((((timer) - (t)) * (10)) mod (10)) > [1]>> then\n 更新判定\n end\nend\nwait (0.1) seconds\n判定\nforever\n set [t v] to (timer)\n wait until <(timer) > ((t) + (0.1))>\n ユーザー名更新\n wait until <(timer) > ((t) + (0.1))>\n if <<[9] > ((((timer) - (t)) * (10)) mod (10))> or <((((timer) - (t)) * (10)) mod (10)) > [1]>> then\n 更新判定\n end\nend\n\ndefine ユーザー名暗号化\nset [暗号化ユーザー名 v] to []\nset [i v] to [0]\nrepeat (length of (username))\n change [i v] by (1)\n if < (ABC以外) contains (letter (i) of (username))?> then\n set [暗号化ユーザー名 v] to (join (暗号化ユーザー名) ((item # of (letter (i) of (username)) in [abc以外 v]) + (52)))\n else\n switch costume to (大文字 v)\n switch costume to (letter (i) of (username))\n if <(costume [number v]) = [1]> then\n set [暗号化ユーザー名 v] to (join [0] (join (暗号化ユーザー名) (item # of (letter (i) of (username)) in [abc... v])))\n else\n set [暗号化ユーザー名 v] to (join (暗号化ユーザー名) ((costume [number v]) + (25)))\n end\n end\nend\n\ndefine 暗号解読 (文字列)\nset [暗号解読したユーザー名 v] to []\nset [i v] to [-1]\nrepeat ((length of (文字列)) / (2))\n change [i v] by (2)\n set [暗号解読したユーザー名 v] to (join (暗号解読したユーザー名) (letter (join (letter (i) of (文字列)) (letter ((i) + (1)) of (文字列))) of (moji)))\nend\nadd (暗号解読したユーザー名) to [ユーザー名リスト v]\n\ndefine 文字列抜出し (元の文字列)\nset [返り値 v] to []\nset [i v] to [11]\nrepeat ((length of (元の文字列)) - (12))\n change [i v] by (1)\n set [返り値 v] to (join (返り値) (letter (i) of (元の文字列)))\nend\n\nwhen I receive [プログラム v]\ndelete all of [座標リスト v]\ndelete all of [コスチュームリスト v]\nadd (letter (1) of (☁ 1P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 2P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 3P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 4P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 5P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 6P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 7P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 8P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 9P)) to [コスチュームリスト v]\nadd (letter (1) of (☁ 10P)) to [コスチュームリスト v]\ndelete all of [座標リスト v]\nadd (join (letter (2) of (☁ 1P)) (join (letter (3) of (☁ 1P)) (join (letter (4) of (☁ 1P)) (join (letter (5) of (☁ 1P)) (letter (6) of (☁ 1P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 2P)) (join (letter (3) of (☁ 2P)) (join (letter (4) of (☁ 2P)) (join (letter (5) of (☁ 2P)) (letter (6) of (☁ 2P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 3P)) (join (letter (3) of (☁ 3P)) (join (letter (4) of (☁ 3P)) (join (letter (5) of (☁ 3P)) (letter (6) of (☁ 3P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 4P)) (join (letter (3) of (☁ 4P)) (join (letter (4) of (☁ 4P)) (join (letter (5) of (☁ 4P)) (letter (6) of (☁ 4P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 5P)) (join (letter (3) of (☁ 5P)) (join (letter (4) of (☁ 5P)) (join (letter (5) of (☁ 5P)) (letter (6) of (☁ 5P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 6P)) (join (letter (3) of (☁ 6P)) (join (letter (4) of (☁ 6P)) (join (letter (5) of (☁ 6P)) (letter (6) of (☁ 6P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 7P)) (join (letter (3) of (☁ 7P)) (join (letter (4) of (☁ 7P)) (join (letter (5) of (☁ 7P)) (letter (6) of (☁ 7P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 8P)) (join (letter (3) of (☁ 8P)) (join (letter (4) of (☁ 8P)) (join (letter (5) of (☁ 8P)) (letter (6) of (☁ 8P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 9P)) (join (letter (3) of (☁ 9P)) (join (letter (4) of (☁ 9P)) (join (letter (5) of (☁ 9P)) (letter (6) of (☁ 9P)))))) to [座標リスト v]\nadd (join (letter (2) of (☁ 10P)) (join (letter (3) of (☁ 10P)) (join (letter (4) of (☁ 10P)) (join (letter (5) of (☁ 10P)) (letter (6) of (☁ 10P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 1P)) (join (letter (8) of (☁ 1P)) (join (letter (9) of (☁ 1P)) (join (letter (10) of (☁ 1P)) (letter (11) of (☁ 1P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 2P)) (join (letter (8) of (☁ 2P)) (join (letter (9) of (☁ 2P)) (join (letter (10) of (☁ 2P)) (letter (11) of (☁ 2P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 3P)) (join (letter (8) of (☁ 3P)) (join (letter (9) of (☁ 3P)) (join (letter (10) of (☁ 3P)) (letter (11) of (☁ 3P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 4P)) (join (letter (8) of (☁ 4P)) (join (letter (9) of (☁ 4P)) (join (letter (10) of (☁ 4P)) (letter (11) of (☁ 4P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 5P)) (join (letter (8) of (☁ 5P)) (join (letter (9) of (☁ 5P)) (join (letter (10) of (☁ 5P)) (letter (11) of (☁ 5P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 6P)) (join (letter (8) of (☁ 6P)) (join (letter (9) of (☁ 6P)) (join (letter (10) of (☁ 6P)) (letter (11) of (☁ 6P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 7P)) (join (letter (8) of (☁ 7P)) (join (letter (9) of (☁ 7P)) (join (letter (10) of (☁ 7P)) (letter (11) of (☁ 7P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 8P)) (join (letter (8) of (☁ 8P)) (join (letter (9) of (☁ 8P)) (join (letter (10) of (☁ 8P)) (letter (11) of (☁ 8P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 9P)) (join (letter (8) of (☁ 9P)) (join (letter (9) of (☁ 9P)) (join (letter (10) of (☁ 9P)) (letter (11) of (☁ 9P)))))) to [座標リスト v]\nadd (join (letter (7) of (☁ 10P)) (join (letter (8) of (☁ 10P)) (join (letter (9) of (☁ 10P)) (join (letter (10) of (☁ 10P)) (letter (11) of (☁ 10P)))))) to [座標リスト v]\nbroadcast (プログラム v)\n\ndefine 判定\nset [game is full! v] to [0]\nset [何p? v] to [0]\nif <(☁ 1P) = [0]> then\n set [何p? v] to [1]\nelse\n if <(☁ 2P) = [0]> then\n set [何p? v] to [2]\n else\n if <(☁ 3P) = [0]> then\n set [何p? v] to [3]\n else\n if <(☁ 4P) = [0]> then\n set [何p? v] to [4]\n else\n if <(☁ 5P) = [0]> then\n set [何p? v] to [5]\n else\n if <(☁ 6P) = [0]> then\n set [何p? v] to [6]\n else\n if <(☁ 7P) = [0]> then\n set [何p? v] to [7]\n else\n if <(☁ 8P) = [0]> then\n set [何p? v] to [8]\n else\n if <(☁ 9P) = [0]> then\n set [何p? v] to [9]\n else\n if <(☁ 10P) = [0]> then\n set [何p? v] to [10]\n else\n broadcast (Game is full! v)\n set [game is full! v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(Game is full!) = [0]> then\n broadcast (Connected! v)\nend\n\ndefine 更新判定\nif <<(letter (length of (☁ 1P)) of (☁ 1P)) = (item (1) of [クラウド保存用 v])> and <not <(☁ 1P) = [0]>>> then\n if <(item (1) of [カウント v]) > [5]> then\n set [☁ 1p v] to [0]\n else\n replace item (1) of [カウント v] with ((item (1) of [カウント v]) + (1))\n end\nelse\n replace item (1) of [カウント v] with [0]\n replace item (1) of [クラウド保存用 v] with (letter (length of (☁ 1P)) of (☁ 1P))\nend\nif <<(letter (length of (☁ 2P)) of (☁ 2P)) = (item (2) of [クラウド保存用 v])> and <not <(☁ 2P) = [0]>>> then\n if <(item (2) of [カウント v]) > [5]> then\n set [☁ 2p v] to [0]\n else\n replace item (2) of [カウント v] with ((item (2) of [カウント v]) + (1))\n end\nelse\n replace item (2) of [カウント v] with [0]\n replace item (2) of [クラウド保存用 v] with (letter (length of (☁ 2P)) of (☁ 2P))\nend\nif <<(letter (length of (☁ 3P)) of (☁ 3P)) = (item (3) of [クラウド保存用 v])> and <not <(☁ 3P) = [0]>>> then\n if <(item (3) of [カウント v]) > [5]> then\n set [☁ 3p v] to [0]\n else\n replace item (3) of [カウント v] with ((item (3) of [カウント v]) + (1))\n end\nelse\n replace item (3) of [カウント v] with [0]\n replace item (3) of [クラウド保存用 v] with (letter (length of (☁ 3P)) of (☁ 3P))\nend\nif <<(letter (length of (☁ 4P)) of (☁ 4P)) = (item (4) of [クラウド保存用 v])> and <not <(☁ 4P) = [0]>>> then\n if <(item (4) of [カウント v]) > [5]> then\n set [☁ 4p v] to [0]\n else\n replace item (4) of [カウント v] with ((item (4) of [カウント v]) + (1))\n end\nelse\n replace item (4) of [カウント v] with [0]\n replace item (4) of [クラウド保存用 v] with (letter (length of (☁ 4P)) of (☁ 4P))\nend\nif <<(letter (length of (☁ 5P)) of (☁ 5P)) = (item (5) of [クラウド保存用 v])> and <not <(☁ 5P) = [0]>>> then\n if <(item (5) of [カウント v]) > [5]> then\n set [☁ 5p v] to [0]\n else\n replace item (5) of [カウント v] with ((item (5) of [カウント v]) + (1))\n end\nelse\n replace item (5) of [カウント v] with [0]\n replace item (5) of [クラウド保存用 v] with (letter (length of (☁ 5P)) of (☁ 5P))\nend\nif <<(☁ 6P) = (item (6) of [クラウド保存用 v])> and <not <(☁ 6P) = [0]>>> then\n if <(item (6) of [カウント v]) > [5]> then\n set [☁ 6p v] to [0]\n else\n replace item (6) of [カウント v] with ((item (6) of [カウント v]) + (1))\n end\nelse\n replace item (6) of [カウント v] with [0]\n replace item (6) of [クラウド保存用 v] with (☁ 6P)\nend\nif <<(☁ 7P) = (item (7) of [クラウド保存用 v])> and <not <(☁ 7P) = [0]>>> then\n if <(item (7) of [カウント v]) > [5]> then\n set [☁ 7p v] to [0]\n else\n replace item (7) of [カウント v] with ((item (7) of [カウント v]) + (1))\n end\nelse\n replace item (7) of [カウント v] with [0]\n replace item (7) of [クラウド保存用 v] with (☁ 7P)\nend\nif <<(☁ 8P) = (item (8) of [クラウド保存用 v])> and <not <(☁ 8P) = [0]>>> then\n if <(item (8) of [カウント v]) > [5]> then\n set [☁ 8p v] to [0]\n else\n replace item (8) of [カウント v] with ((item (8) of [カウント v]) + (1))\n end\nelse\n replace item (8) of [カウント v] with [0]\n replace item (8) of [クラウド保存用 v] with (☁ 8P)\nend\nif <<(☁ 9P) = (item (9) of [クラウド保存用 v])> and <not <(☁ 9P) = [0]>>> then\n if <(item (9) of [カウント v]) > [5]> then\n set [☁ 9p v] to [0]\n else\n replace item (9) of [カウント v] with ((item (9) of [カウント v]) + (1))\n end\nelse\n replace item (9) of [カウント v] with [0]\n replace item (9) of [クラウド保存用 v] with (☁ 9P)\nend\nif <<(☁ 10P) = (item (10) of [クラウド保存用 v])> and <not <(☁ 10P) = [0]>>> then\n if <(item (10) of [カウント v]) > [5]> then\n set [☁ 10p v] to [0]\n else\n replace item (10) of [カウント v] with ((item (10) of [カウント v]) + (1))\n end\nelse\n replace item (10) of [カウント v] with [0]\n replace item (10) of [クラウド保存用 v] with (☁ 10P)\nend\n\ndefine ユーザー名更新\ndelete all of [ユーザー名リスト v]\n文字列抜出し (☁ 1P)\n暗号解読 (返り値)\n文字列抜出し (☁ 2P)\n暗号解読 (返り値)\n文字列抜出し (☁ 3P)\n暗号解読 (返り値)\n文字列抜出し (☁ 4P)\n暗号解読 (返り値)\n文字列抜出し (☁ 5P)\n暗号解読 (返り値)\n文字列抜出し (☁ 6P)\n暗号解読 (返り値)\n文字列抜出し (☁ 7P)\n暗号解読 (返り値)\n文字列抜出し (☁ 8P)\n暗号解読 (返り値)\n文字列抜出し (☁ 9P)\n暗号解読 (返り値)\n文字列抜出し (☁ 10P)\n暗号解読 (返り値)\n\n@メッセージ\n\nwhen I receive [connecting... v]\nshow\nswitch costume to (connecting... v)\nclear graphic effects\ngo to x: (0) y: (230)\nrepeat (30)\n change y by (((165) - (y position)) / (10))\nend\n\nwhen I receive [connected! v]\ngo to [front v] layer\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (connected! v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (33)\n change [ghost v] effect by (3)\nend\n\nwhen I receive [game is full! v]\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (game is full! v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (33)\n change [ghost v] effect by (3)\nend\n\nwhen I receive [disconnected v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (disconnected v)\nset y to (165)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (33)\n change [ghost v] effect by (3)\nend\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen I receive [disconnected v]\nset [end v] to [1]\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nwait (3) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nstop [all v]\n\n@ステージ(背面)\n\nwhen I receive [プログラム2 v]\n移動 ((Camera_x) + (My_x)) ((Camera _y) + (My_y))\ngo to [back v] layer\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n set [ghost v] effect to (50)\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n配置 [0] [-360] [1]\n\ndefine 配置 (x) (y) (ステージ)\nset [my_x v] to (x)\nset [my_y v] to (y)\n移動 (x) (y)\nswitch costume to (ステージ)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [disconnected v]\nforever\n stop [other scripts in sprite v]\nend\n\n@ステージ(前面)\n\nwhen I receive [プログラム2 v]\n移動 ((Camera_x) + (My_x)) ((Camera _y) + (My_y))\nif <touching (player v)?> then\n change [ghost v] effect by (20)\nelse\n change [ghost v] effect by (-20)\nend\ngo to [front v] layer\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n配置 [0] [-360] [1]\n\ndefine 配置 (x) (y) (ステージ)\nset [my_x v] to (x)\nset [my_y v] to (y)\n移動 (x) (y)\nswitch costume to (ステージ)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [disconnected v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Coin\n\nwhen flag clicked\nhide\nset [coin v] to [0]\n配置 [-70] [-450] [1]\n配置 [-70] [-415] [1]\n配置 [-30] [-450] [1]\n配置 [-30] [-415] [1]\n配置 [10] [-450] [1]\n配置 [10] [-415] [1]\n配置 [50] [-450] [1]\n配置 [50] [-415] [1]\n配置 [90] [-450] [1]\n配置 [90] [-415] [1]\n配置 [130] [-450] [1]\n配置 [130] [-415] [1]\n配置 [-677] [200] [1]\n配置 [-12] [420] [2]\n配置 [443] [390] [1]\n配置 [683] [580] [1]\n配置 [-500] [417] [1]\n配置 [-465] [417] [1]\n配置 [-430] [417] [1]\n配置 [550] [780] [1]\n配置 [550] [850] [1]\n配置 [550] [920] [1]\n配置 [550] [990] [1]\n配置 [550] [1060] [1]\n配置 [550] [1130] [1]\n配置 [550] [1220] [2]\nset [my_x v] to [-2000]\nset [my_y v] to [-2000]\ngo to x: (-240) y: (-180)\n\ndefine 配置 (x) (y) (種類)\ngo to x: (x) y: (y)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to (種類)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\n\nwhen I receive [connected! v]\nforever\n if <touching (player v)?> then\n repeat (10)\n change [my_y v] by (1.5)\n change [ghost v] effect by (10)\n end\n repeat ([10 ^ v] of ((costume [number v]) - (1)) )\n start sound [money-sound v]\n change [coin v] by (1)\n end\n delete this clone\n end\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > [300]> or <([abs v] of (y) ) > [230]>> then\n hide\nelse\n show\nend\n\nwhen I receive [プログラム2 v]\n移動 ((Camera_x) + (My_x)) ((Camera _y) + (My_y))\n\n@コイン表示\n\nwhen flag clicked\nshow\nset size to (80) %\nswitch costume to (コスチューム1 v)\ngo to x: (-210) y: (150)\nset [桁 v] to [0]\nrepeat (2)\n change [桁 v] by (1)\n create clone of (_myself_ v)\nend\ngo to [front v] layer\n\nwhen I start as a clone\ngo to x: ((-205) + ((桁) * (25))) y: (147)\nset [ghost v] effect to (10)\nforever\n go to [front v] layer\n if <(桁) > (length of (Coin))> then\n hide\n else\n set size to (70) %\n switch costume to (join [a] (letter (桁) of (Coin)))\n show\n end\nend\n\n
>>>My studio\n◇hiron0413's platformer◇\nhttps://scratch.mit.edu/studios/27006005/\n\nおすすめの時間帯:午後4時~8時頃\n\n効果音:効果音ラボ様\n\n◇追加予定のもの◇\n・新ステージ\n・ジャンプ台\n・チェックポイント\n・効果音\n・ショップ\n・チャット(定型文)\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 to move\nTap the top to jump\n\n♥️&⭐️を押してくれるととても嬉しいです!\n\nコスチュームは@stratfordjames様の作品を\n参考にさせていただきました。\n\n#games #platformer #action #mobile \n#multiplayer #cloud \n\n2020/7/13 》一部のプログラムの修正\n 効果音・BGMの追加\n\n2020/7/14 》オンラインのプログラムを修正\n\n2020/7/15 》オンラインのプログラムの修正、\n      ステージを1つ追加\n\n2020/7/20 》ステージ内容を一部変更\n
Four Seasons __ A Platformer Collab (1)
@Stage\n\nwhen flag clicked\nforever\n play sound [Vicetone_-_United_We_Dance v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nforever\n wait (10) seconds\n switch costume to (center v)\n wait (00.1) seconds\n switch costume to (center2 v)\n wait (00.1) seconds\n switch costume to (center3 v)\n wait (00.1) seconds\n switch costume to (center4 v)\n wait (00.1) seconds\n switch costume to (costume1 v)\n wait (00.1) seconds\n switch costume to (center v)\nend\n\n\n\nwhen I receive [play v]\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]\nshow\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nshow\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 (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (y position)) > [50]>> and <touching (level v)?>>>\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (level v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (spikes v)?> or <touching (spikes v)?>> or <touching (snow v)?>> or <touching (water v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (trampoline! v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\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)\nshow\nwait (0.2) seconds\nhide\nwait (0.2) seconds\nshow\nwait (0.2) seconds\nhide\nwait (0.2) seconds\nshow\nwait (0.2) seconds\nhide\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\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\n\nset [x v] to (item (1) of [save scroll x v])\nset [my variable v] to (item (1) of [save scroll y v])\nforever\n if <touching (spikes v)?> then\n start sound [Crunch v]\n hide\n stop [other scripts in sprite v]\n set [brightness v] effect to (100)\n set [x v] to (item (1) of [save scroll x v])\n set [my variable v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n reset\n end\nend\n\nbroadcast (restart v)\n\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n forever\n stop all sounds\n end\n end\nend\n\n@water\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (40)\n go to x: (0) y: (0)\n go to [back v] layer\n forever\n wait (.05) seconds\n repeat (5)\n wait (.0001) seconds\n change y by (2)\n end\n wait (.05) seconds\n repeat (5)\n wait (.0001) seconds\n change y by (-2)\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume14 v)\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen backdrop switches to [background2 v]\n\nwhen flag clicked\nwait until <(level) = [18]>\nbroadcast (Boss v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\nswitch costume to (pick random (1) to (2))\nset size to (pick random (30) to (50)) %\ngo to x: (400) y: (pick random (0) to (180))\nglide (pick random (5) to (10)) secs to x: (-275) y: (y position)\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Clouds] in [layers v]) - (1)) layers\n\nwhen I receive [play v]\nLayer\n\n@Deco\n\nwhen flag clicked\nswitch costume to (costume7 v)\n\nwhen I receive [next level v]\nnext costume\n\n@birds2\n\nwhen flag clicked\nset [brightness v] effect to (-1000000)\nset size to (20) %\nforever\n wait (0.008) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n show\n go to x: (252) y: (106)\n glide (3) secs to x: (-253) y: (111)\n hide\n go to x: (252) y: (106)\n wait (3) seconds\nend\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\n switch costume to (costume1 v)\n set size to (120) %\n switch costume to (dot3 v)\nend\n\n@trampoline!\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nforever\n if <(Level) < [7]> then\n hide\n else\n if <(Level) = [7]> then\n show\n go to x: (-49) y: (-89)\n else\n if <(Level) = [8]> then\n show\n go to x: (0) y: (-89)\n else\n if <(Level) = [9]> then\n hide\n else\n if <(Level) = [12]> then\n show\n go to x: (-148) y: (-93)\n create clone of (_myself_ v)\n go to x: (0) y: (-93)\n create clone of (_myself_ v)\n go to x: (148) y: (-93)\n wait until <not <(Level) = [12]>>\n hide\n end\n end\n end\n end\n end\nend\n\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\n@Season Boss\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen flag clicked\nhide\ngo to x: (203) y: (-100)\n\nwhen I receive [start! v]\nwait until <(Level) = [13]>\nbroadcast (Fight! v)\n\nwhen I receive [2 v]\nsay [Are you sure?] each [0.01] [1] [] [] []\nbroadcast (3 v)\n\nwhen I receive [fight! v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nstop all sounds\nshow\nwait (1) seconds\nglide (1) secs to x: (150) y: (-100)\nsay [HAHA,you will never win me!] each [0.01] [1] [] [] []\nbroadcast (1 v)\n\nwhen I receive [boss v]\nshow\nsay [OK,let's start!] each [0.01] [1] [] [] []\nsay [Water Snow,shoot! ] each [0.01] [1] [] [] []\nbroadcast (5 v)\nset [speed v] to [15]\nrepeat (20)\n set [y rocket v] to (pick random (-100) to (50))\n broadcast (ROCKET!!!!! v)\n wait (pick random (1) to (3)) seconds\n if <(pick random (1) to (3)) = [3]> then\n broadcast (say something v)\n end\n change [speed v] by (0.5)\nend\nsay [OH NO,YOU WON ME!!] each [0.01] [1] [] [] []\nbroadcast (LOL! v)\nglide (0.4) secs to x: (150) y: (180)\nhide\n\nwhen I receive [lol! v]\nforever\n switch costume to (costume5 v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen I receive [say something v]\nif <(pick random (1) to (4)) = [4]> then\n say [please die!] each [0.01] [1] [] [] []\nelse\n if <(pick random (1) to (3)) = [3]> then\n say [C'mon die!] each [0.01] [1] [] [] []\n else\n if <(pick random (1) to (2)) = [2]> then\n say [Stop it!] each [0.01] [1] [] [] []\n else\n say [AHH!] each [0.01] [1] [] [] []\n end\n end\nend\n\nbroadcast (THE END! v)\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I receive [rocket!!!!! v]\nshow\ngo to x: (240) y: (y rocket)\npoint towards (player v)\nrepeat until <<touching (player v)?> or <(x position) < [-239]>>\n move (Speed) steps\nend\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [rocket!!!!! v]\nshow\ngo to x: (240) y: ((y rocket) + (pick random (50) to (100)))\npoint towards (player v)\nrepeat until <<touching (player v)?> or <(x position) < [-239]>>\n move (Speed) steps\nend\nhide\n\n
Welcome to four seasons\n\nUse arrow keys or wasd\n\nLove fave and follow\n\npropose this here https://scratch.mit.edu/studios/4228481/comments/
Shadow - A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\n@Platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Bounce Pad\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [9]> then\n go to x: (-147) y: (-142)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [16]> then\n go to x: (-128) y: (-134)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [5]> then\n go to x: (-126) y: (-106)\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n play sound [level2 v] until done\nend\n\n@intro(1)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nwait (.5) seconds\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [jiggle v] to [0]\nwait (1) seconds\nrepeat (125)\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (25))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\npoint in direction (90)\nbroadcast (swoosh v)\nhide\n\nwhen flag clicked\nstart sound [Mxr v]\n\n@Intro(2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nclear graphic effects\nhide\n\nwhen I receive [swoosh v]\nshow\nstart sound [Whoosh sound effect v]\nrepeat until <(costume [number v]) = [17]>\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n@Sprite11\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (60) to (0)) %\nset [ghost v] effect to (pick random (65) to (112))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (6) to (1)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n
--------------------NEW PLATFORMER-------------------\n#128 on trending! Welcome to Shadow A Mobile Platformer Though\nthere is no escape from The Darkness We Need\nTo Find A Safer Place Good Luck On Your Journey!\nAnd If you Do Enjoy Then be Sure to ❤ and ⭐\n_________________________________________\n\n#new #easy #mobile #platformer #computer #laptop #tablet #2020 #shadow #games
DARK II Platformer (mobile friendly)
@Stage\n\nwhen I receive [start v]\nforever\n play sound [1234 v] until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen flag clicked\nbroadcast (pick random (1) to (3))\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\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\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\n\nnext backdrop\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [start v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nSpin off screen\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> 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@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@Magma\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n repeat (3)\n change y by ((8) * (0.9))\n end\n wait (0.4) seconds\n repeat (3)\n change y by ((-8) * (0.9))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nset y to (12)\n\nwhen flag clicked\nset y to (0)\nforever\n change y by (YYY)\nend\n\nwhen flag clicked\nset [yyy v] to [0]\nforever\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\n repeat (20)\n change [☁ world record v] by (0.1)\n end\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@skip\n\nwhen flag clicked\nswitch costume to (grass v)\nhide\nset size to (75) %\nforever\n point in direction (([sin v] of ((timer) * (1200)) ) + (90))\n wait (..2) seconds\n if <(Stage) > [6]> then\n switch costume to (cave v)\n else\n switch costume to (grass v)\n end\n if <(Stage) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\nwhen I receive [cutscene boss v]\nhide\n\n@スプライト3\n\nwhen I receive [start v]\ngo to x: (-201) y: (138)\nswitch costume to (100% v)\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@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\n@tn2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n@Intro\n\nwhen I start as a clone\nif <(cc) = [1]> then\n hide\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set size to (1) %\n point in direction (pick random (1) to (360))\n e\n show\n set [h v] to [1]\n turn right (180) degrees\n repeat until <<[30] > ([abs v] of (x position) )> and <[30] > ([abs v] of (y position) )>>\n change [h v] by ((h) / (5))\n move (h) steps\n change size by (0.75)\n end\n start sound [Water Drop v]\n change [ok?2 v] by (1)\n delete this clone\nelse\n if <(cc) = [2]> then\n wait until <[5] < (ok?2)>\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set size to (0) %\n show\n repeat until <(size) > [70]>\n change size by (((71) - (size)) / (6))\n end\n wait (0.2) seconds\n show\n set [s v] to [15]\n repeat (5)\n change size by (S)\n change [s v] by (-1)\n end\n repeat until <(size) < [50]>\n change size by (S)\n change [s v] by (-1)\n end\n repeat until <(size) < [16]>\n change size by (((15) - (size)) / (5))\n end\n wait (0.01) seconds\n Clone\n repeat until <(size) > [1200]>\n switch costume to (costume3 v)\n change size by ((size) / (3))\n switch costume to (costume2 v)\n end\n change [ok?2 v] by (1)\n wait until <[10.4] < (timer)>\n set [s v] to [-7]\n repeat until <[150] > (size)>\n switch costume to (costume3 v)\n change size by (S)\n change [s v] by ((S) / (15))\n switch costume to (costume2 v)\n end\n repeat until <[10] > (size)>\n switch costume to (costume2 v)\n change size by (S)\n change [s v] by ((S) / (15))\n end\n delete this clone\n else\n if <(cc) = [3]> then\n set [clonecount v] to [0]\n show\n set size to (70) %\n go to x: (0) y: (10)\n point in direction (-10)\n set [ccccc v] to [0]\n repeat (47)\n set [clonecount v] to (((CloneCount) * (0.75)) + (((100) - (ccccc)) * (0.6)))\n turn right (CloneCount) degrees\n change [ccccc v] by (CloneCount)\n end\n point in direction (90)\n wait until <[11] < (timer)>\n set [h v] to [1]\n repeat until <[15] > (size)>\n change [ghost v] effect by (4)\n change [h v] by ((h) / (7))\n turn left (h) degrees\n change size by ((h) / (-1))\n end\n delete this clone\n else\n set [s v] to (pick random (0.1) to (1))\n point in direction (pick random (0) to (360))\n switch costume to (pick random (6) to (9))\n go to (random position v)\n show\n set size to (pick random (1) to (25)) %\n set [ghost v] effect to (pick random (20) to (50))\n repeat until <(timer) > [11.2]>\n go to [front v] layer\n turn right (1) degrees\n move ((s) / (3)) steps\n end\n wait (0.5) seconds\n delete this clone\n end\n end\nend\n\ndefine e\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\n\ndefine Clone\nset [cc v] to [4]\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I receive [2 v]\nstart sound [Cartoon - On & On \(ft. Daniel Levi\).mp2 v]\nwait (1) seconds\nreset timer\nreset timer\nreset timer\nhide\nset [ok?2 v] to [0]\nset [cc v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [cc v] to [2]\ncreate clone of (_myself_ v)\nwait until <[10] < (ok?2)>\nwait (0.8) seconds\nswitch costume to (costume4 v)\nrepeat (2)\n set [cc v] to [3]\n create clone of (_myself_ v)\n next costume\n wait (1.2) seconds\nend\nwait (4.2) seconds\nbroadcast (Start v)\nhide\n\n@Intro2\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\nelse\n if <(costume [number v]) = [2]> then\n show\n set y to (5000)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n else\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-25)\n show\n point in direction (-90)\n set [i v] to [0]\n repeat until <(round (direction)) = [90]>\n set [i v] to (((i) * (.8)) + (((0) - (y position)) / (5)))\n change y by (i)\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [i v] to [-1]\n repeat (15)\n if <(x position) < [-50]> then\n change [ghost v] effect by (20)\n end\n change size by ((I) / (3))\n change x by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (3)))\n end\n go to x: (500) y: (0)\n repeat (15)\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (4))\n change x by (((0) - (x position)) / (3))\n end\n wait (0.5) seconds\n set [part thing v] to [1]\n set [i v] to [-1]\n repeat (25)\n if <(y position) < [-50]> then\n change [ghost v] effect by (30)\n end\n change size by ((I) / (4))\n change y by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (3)))\n end\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n set size to (pick random (70) to (120)) %\n point in direction (pick random (-90) to (90))\n go to [front v] layer\n show\n repeat until <(y position) < [-170]>\n move (Forward move) steps\n change y by (Y)\n change [y v] by (-0.35)\n end\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n show\n set size to (0) %\n go to x: (0) y: (0)\n set [part thing v] to [2]\n set [i v] to [1]\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\n end\n wait (0.5) seconds\n set [i v] to [-1]\n set [part thing v] to [3]\n repeat (15)\n if <(x position) < [-50]> then\n change [ghost v] effect by (20)\n end\n change size by ((I) / (3))\n change x by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (3)))\n end\n else\n show\n go to x: (5000) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (8))\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ended) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [1 v]\nset volume to (100) %\nset [part thing v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nset size to (100) %\nhide\nwait (0.1) seconds\nswitch costume to (fill v)\ngo to x: (-165) y: (0)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (165)\n wait (0.1) seconds\nend\ngo to x: (0) y: (0)\nwait (0.6) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [forward move v] to (pick random (10) to (20))\nset [y v] to (pick random (5) to (7))\nswitch costume to (particle v)\nrepeat (30)\n create clone of (_myself_ v)\nend\nwait until <(Part thing) = [1]>\nswitch costume to (name v)\nwait (0.3) seconds\ncreate clone of (_myself_ v)\nwait until <(Part thing) = [2]>\nset [forward move v] to (pick random (10) to (20))\nset [y v] to (pick random (5) to (7))\nswitch costume to (particle v)\nrepeat (20)\n create clone of (_myself_ v)\nend\nwait until <(Part thing) = [3]>\nswitch costume to (end v)\ncreate clone of (_myself_ v)\nrepeat (50)\n change volume by (-2)\nend\nbroadcast (Start v)\nset [ended v] to [1]\n\nwhen I receive [1 v]\nset [ended v] to [0]\nplay sound [TheFatRat - Windfall _Tasty Release_ v] until done\n\n@Intro3\n\nwhen flag clicked\nhide\nset volume to (100) %\nset [sync v] to [0]\nset [drop v] to [0]\nswitch costume to (logo v)\n\nwhen I receive [3 v]\nstart sound [Cigarette Boat v]\nwait until <(EndIntro) = [1]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [3 v]\nset [sprite v] to [Background]\nset [background v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [5]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\n\nwhen I receive [3 v]\nwait (0.7) seconds\nset [sprite v] to [LogoPart1]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [sprite v] to [LogoPart3]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [sprite v] to [LogoPart5]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart6]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart7]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc2]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc3]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc4]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc5]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc6]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc7]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc8]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc9]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc10]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc11]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc12]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nExplode\nwait (1.5) seconds\nset [sprite v] to [Logo]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [Name]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nExplode\n\nwhen I start as a clone\nif <(Sprite) = [Background]> then\n if <(Background) = [1]> then\n go to x: (-200) y: (-1000)\n end\n if <(Background) = [2]> then\n go to x: (-100) y: (-1000)\n end\n if <(Background) = [3]> then\n go to x: (0) y: (-1000)\n end\n if <(Background) = [4]> then\n go to x: (100) y: (-1000)\n end\n if <(Background) = [5]> then\n go to x: (200) y: (-1000)\n end\n set size to (10) %\n show\n repeat (25)\n change y by (((0) - (y position)) / (5))\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nswitch costume to (Sprite)\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart1]> then\n go to x: (-1000) y: (0)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart2]> then\n go to x: (1000) y: (0)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart3]> then\n go to x: (-1000) y: (1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart4]> then\n go to x: (1000) y: (1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart5]> then\n go to x: (0) y: (-1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart6]> then\n go to x: (0) y: (-1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart7]> then\n go [backward v] (6) layers\n go to x: (0) y: (0)\n set size to (0) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change size by (((120) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif < (Sprite) contains [BackgroundMisc]?> then\n go [backward v] (6) layers\n go to x: (0) y: (0)\n set size to (1000) %\n set [ghost v] effect to (100)\n show\n repeat (30)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\n end\n wait until <(EndIntro) = [1]>\n repeat (25)\n change size by (((size) - (99)) / (5))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Sprite) contains [LogoPart]?> then\n wait (1.5) seconds\n repeat (25)\n change size by (((size) - (121)) / (5))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nset size to (100) %\n\nshow\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Sprite) = [Name]> then\n go to x: (0) y: (-100)\n set size to (100) %\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n set [endintro v] to [1]\n repeat (25)\n change y by (((y position) - (1)) / (4))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ngo [backward v] (6) layers\n\nforever\n go to x: (12) y: (-7)\nend\n\nwhen flag clicked\nset [endintro v] to [0]\n\nwhen I start as a clone\nif <(Sprite) = [Background]> then\n wait until <(EndIntro) = [1]>\n repeat (25)\n change size by (((size) - (101)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Sprite) = [Name]> then\n forever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (-5)))\n set size to ((90) + (([sin v] of ((timer) * (250)) ) * (-5))) %\n end\nend\n\ndefine Explode\nrepeat (24)\n turn right (15) degrees\n set [sprite v] to [Particle]\n create clone of (_myself_ v)\nend\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Sprite) = [Particle]> then\n go to x: (0) y: (0)\n set size to (50) %\n set [speed v] to [20]\n show\n repeat (20)\n move (Speed) steps\n change [speed v] by (-1)\n end\n repeat (20)\n move (Speed) steps\n change [speed v] by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nrepeat (20)\nend\n\nwhen flag clicked\nset [sprite v] to [0]\n\nshow\n\nwhen I receive [3 v]\nwait until <(EndIntro) = [1]>\nbroadcast (Start v)\n\n@スプライト4\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n
How to move - Use arrow keys or mobile controls\nDo not touch - Spike - Magma\nHow to skip - Click skip button\n\nThis is collaboration work by @hiron0413 ▽@hiron0413\nhttps://scratch.mit.edu/projects/418273700\n
1k follower platformer Contest!
@Stage\n\n@Thumbnail\n\nshow\ngo to [front v] layer\n\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Slides!\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <key (left arrow v) pressed?> then\n if <mouse down?> then\n start sound [click1 v]\n wait until <not <mouse down?>>\n start sound [click2 v]\n next costume\n wait (0.2) seconds\n else\n start sound [click v]\n next costume\n wait (0.2) seconds\n end\n end\n if <<<key (right arrow v) pressed?> or <key (space v) pressed?>> or <mouse down?>> then\n if <mouse down?> then\n start sound [click1 v]\n wait until <not <mouse down?>>\n start sound [click2 v]\n next costume\n wait (0.2) seconds\n else\n start sound [click v]\n next costume\n wait (0.2) seconds\n end\n end\nend\n\n@stripes\n\nwhen flag clicked\nhide\nforever\n go to x: (307) y: (-128)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (1) secs to x: (-207) y: (247)\ndelete this clone\n\n
TYSM for 1000 Followers!!! Everything you need to know is in the project. \n\nIf you have any questions about this ask in the comments\n\nit has to be a remix of this project \n\nTap or space for next slide.\n\nThe Prizes Are Good!
joy|| a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nset [brightness v] effect to (50)\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@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: (226) y: (-61)\n end\n if <(level #) = [6]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (212) y: (-57)\nshow\nforever\n if <(level #) = [1]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [5]> then\n go to x: (226) y: (-61)\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 #) = [13]> 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\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@player\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (12)\n change size by (-8)\nend\ndelete this clone\n\nchange [ghost v] effect by (3)\n\nchange [color v] effect by (-20)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (1))\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (-1))\n switch costume to (costume2 v)\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xvelocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n end\n end\n set [xvelocity v] to [0]\n end\nend\nchange y by (yvelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n end\n end\n if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<touching (jump pad v)?> or <<mouse down?> and <(mouse y) > (playery)>>>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\ngo to x: (-202) y: (-40)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <touching (jump pad v)?> then\n platform [20] [-1] [0.7] [2.3]\n else\n platform [12] [-1] [0.7] [2.3]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (evil stuff v)?> then\n broadcast (respawn muahaha v)\n 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 (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\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 I start as a clone\nwait (0.15) seconds\nrepeat (5)\n change [ghost v] effect by (30)\nend\n\nwhen flag clicked\ngo [backward v] (100) layers\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 (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n if <touching (sprite2 v)?> then\n change y by (2)\n end\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (pick random (-230) to (230)) y: (-180)\ngo to [back v] layer\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.04) seconds\nend\n\nwhen I start as a clone\nset [y v] to [0]\ngo to x: (pick random (-230) to (230)) y: (-180)\ngo to [back v] layer\nset [ghost v] effect to (pick random (0) to (35))\nset [color v] effect to (pick random (-100) to (100))\nset size to (pick random (25) to (150)) %\nrepeat (pick random (10) to (25))\n change [y v] by (1)\n change y by (y)\nend\nrepeat (5)\n change y by (2)\nend\nset [y v] to [0]\nrepeat (30)\n change [y v] by (-1)\n change y by (y)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (40)\nforever\n repeat (15)\n change y by (1)\n end\n repeat (15)\n change y by (-1)\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\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\ngo [forward v] (11) layers\n\n@cooltext-357215260463469 (1)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@cooltext-357180023871607\n\nwhen flag clicked\nshow\ngo to x: (-124) y: (-155)\npoint in direction (90)\nset size to (100) %\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nbroadcast (respawn muahaha v)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(level #) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
tysm for 100 loves! :)\n\n7/10/21: 777 views :o\n\n\n\n\n\n\n\n667 views and 93 loves? I never expected this to get that big lol
Trapped || A Platformer #games
@Stage\n\nwhen flag clicked\nset [end v] to [0]\nforever\n if <not <(end) = [1]>> then\n play sound [Clash Royale Sudden Death v] until done\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [lol the end v]\nset [end v] to [1]\nswitch backdrop to (backdrop2 v)\nstop all sounds\nplay sound [DEAF KEV - Invincible \[NCS Release\] \[Mpgun v] until done\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n if <([x position v] of [player v]) > [225]> then\n next costume\n wait (0.2) seconds\n end\n if <(costume [number v]) = [15]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(costume [number v]) = [15]>\n if <key (n v) pressed?> then\n next costume\n wait (0.5) seconds\n end\nend\n\nwhen I receive [boss end! v]\nwait until <([x position v] of [player v]) > [225]>\nnext costume\n\n@Player\n\nwhen flag clicked\nswitch costume to (ball-a v)\nset [y spawn v] to [-70]\nset [x spawn v] to [-200]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n change [x v] by (1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (level v)?> or <touching (moving platforms v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> or <touching (moving platforms v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n set [y v] to [8]\nend\nchange y by (0.5)\nif <<touching (spikes v)?> or <<touching (saws v)?> or <<touching (lava v)?> or <<touching (special moving laser v)?> or <touching (boss v)?>>>>> then\n go to x: (X Spawn) y: (Y Spawn)\n if <([costume # v] of [level v]) = [4]> then\n broadcast (death lvl4 v)\n end\n if <([costume # v] of [level v]) = [15]> then\n broadcast (reset boss v)\n end\nend\nif <touching (bounce v)?> then\n set [y v] to [12]\nend\nif <touching (left yeet thingies v)?> then\n change [x v] by (-4)\nend\nif <touching (right yeet thingies v)?> then\n change [x v] by (4)\nend\nif <(x position) > [225]> then\n if <not <[14] < ([costume # v] of [level v])>> then\n wait (0.01) seconds\n go to x: (X Spawn) y: (Y Spawn)\n end\nend\n\nwhen [r v] key pressed\nif <not <([costume # v] of [level v]) = [15]>> then\n go to x: (X Spawn) y: (Y Spawn)\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <([costume # v] of [level v]) = [15]>\n if <key (n v) pressed?> then\n go to x: (X Spawn) y: (Y Spawn)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [boss end! v]\nwait until <(x position) > [225]>\ngo to x: (X Spawn) y: (Y Spawn)\nbroadcast (lol the end v)\n\n@Spikes\n\nwhen flag clicked\nshow\nwait (0.000000001) seconds\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Trail\n\nwhen flag clicked\nforever\n hide\n go to (player v)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Bounce\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [5]>\nset [last bounce v] to [5]\ngo to x: (-123) y: (-117)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [7]>\nset [last bounce v] to [7]\ngo to x: (-45) y: (-117)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [8]>\nwait (0.01) seconds\nset [last bounce v] to [8]\ngo to x: (-130) y: (-117)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [10]>\nset [last bounce v] to [10]\ngo to x: (-20) y: (-117)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [12]>\nset [last bounce v] to [12]\ngo to x: (-41) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n switch costume to (costume1 v)\n if <touching (player v)?> then\n repeat (4)\n next costume\n end\n switch costume to (costume4 v)\n switch costume to (costume3 v)\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nwait until <not <([costume # v] of [level v]) = (last bounce)>>\ndelete this clone\n\n@Saws\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [2]>\nset [last saw v] to [2]\nswitch costume to (2 v)\ngo to x: (-113) y: (42)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ngo to x: (3) y: (-132)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ngo to x: (131) y: (42)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [6]>\nset [last saw v] to [6]\nswitch costume to (1 v)\ngo to x: (-119) y: (-133)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [7]>\nwait (0.01) seconds\nset [last saw v] to [7]\nswitch costume to (2 v)\ngo to x: (-132) y: (43)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [8]>\nwait (0.01) seconds\nset [last saw v] to [8]\nswitch costume to (1 v)\ngo to x: (59) y: (8)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [9]>\nwait (0.01) seconds\nset [last saw v] to [9]\nswitch costume to (1 v)\ngo to x: (30) y: (33)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-78)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [10]>\nwait (0.01) seconds\nset [last saw v] to [10]\nswitch costume to (1 v)\ngo to x: (-119) y: (-133)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [12]>\nset [last saw v] to [12]\nswitch costume to (1 v)\ngo to x: (-119) y: (-133)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <not <([costume # v] of [level v]) = (last saw)>>\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (3) degrees\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n glide (1) secs to x: (x position) y: ((y position) - (170))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) - (-170))\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n glide (1) secs to x: (x position) y: ((y position) - (-170))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) - (170))\n wait (0.5) seconds\n end\nend\n\n@Lava\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Decorations\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Left YEET thingies\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Right YEET thingies\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Special moving laser\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [4]>\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nrepeat until <not <([costume # v] of [level v]) = [4]>>\n turn right (-4) degrees\nend\nhide\n\nwhen I receive [death lvl4 v]\npoint in direction (90)\n\n@Moving platforms\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nwait until <([costume # v] of [level v]) = [8]>\nshow\ngo to x: (-23) y: (-18)\nrepeat until <not <([costume # v] of [level v]) = [8]>>\n repeat (50)\n change x by (3.2)\n if <touching (player v)?> then\n change [x v] by (3.2)\n end\n end\n wait (0.5) seconds\n repeat (50)\n change x by (-3.2)\n if <touching (player v)?> then\n change [x v] by (-3.2)\n end\n end\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nwait until <not <([costume # v] of [level v]) = (last saw)>>\ndelete this clone\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n glide (1) secs to x: (x position) y: ((y position) - (-170))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) - (170))\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([costume # v] of [level v]) = [9]>\nstop [other scripts in sprite v]\nbroadcast (MP no lag v)\nshow\ngo to x: (-104) y: (-153)\nrepeat until <not <([costume # v] of [level v]) = [9]>>\n repeat (42)\n change y by (5)\n if <touching (player v)?> then\n change [y v] by (1)\n end\n end\n wait (1) seconds\n repeat (42)\n change y by (-5)\n end\n wait (1) seconds\nend\n\nwhen I receive [mp no lag v]\nwait (0.01) seconds\nwait until <([costume # v] of [level v]) = [10]>\nstop [other scripts in sprite v]\nhide\n\n@Overall\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\nend\n\n@BOSS\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\ngo to x: (0) y: (-200)\nwait (1) seconds\nwait until <([costume # v] of [level v]) = [15]>\nbroadcast (boss appear v)\n\nwhen I receive [boss appear v]\nshow\ngo to x: (190) y: (-108)\nbroadcast (boss speech v)\n\nwhen I receive [fight v]\nwait (0.5) seconds\nglide (0.5) secs to x: (-190) y: (-108)\nwait (1) seconds\nglide (0.5) secs to x: (190) y: (-108)\nwait (1) seconds\nglide (0.5) secs to x: (-190) y: (-108)\nwait (1) seconds\nglide (0.5) secs to x: (190) y: (-108)\nrepeat (5)\n wait (0.5) seconds\n glide (0.2) secs to x: (x position) y: (108)\n glide (0.5) secs to x: ([x position v] of [player v]) y: (108)\n wait (0.1) seconds\n glide (0.2) secs to x: (x position) y: (-108)\nend\nwait (0.5) seconds\nglide (0.5) secs to x: (190) y: (-108)\nwait (0.05) seconds\nSay [Well you’re not bad!] for [2] seconds\nSay [I never saw someone like you!] for [2] seconds\nSay [For this reason I’ll let you go.] for [2] seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\ngo to x: (0) y: (-200)\nbroadcast (BOSS END! v)\n\nwhen I receive [boss speech v]\nSay [You can’t escape.] for [2] seconds\nbroadcast (fight v)\n\nwhen I receive [reset boss v]\nstop [other scripts in sprite v]\nbroadcast (boss appear v)\n\ndefine Say (text) for (time) seconds\nset [digit number v] to [0]\nset [past text v] to []\nset [say v] to []\nrepeat until <(past text) = (text)>\n change [digit number v] by (1)\n set [say v] to (join (past text) (letter (digit number) of (text)))\n say (say)\n set [past text v] to (say)\n play note (85) for (0.05) beats\nend\nif <not <(time) = [-]>> then\n say (text) for (time) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
Trapped || A Platformer\narrow keys - WASD - mobile\n16 levels\nBeat the boss a the end by dodging his attacks.\n100% possible\n100% by me except for music\nEnjoy!
Grass-A 3D Platformer #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nforever\n if <(Music on?) = [yes]> then\n play sound [Music! v] until done\n end\nend\n\n@Sprite3\n\nhide\n\nwhen I receive [device? v]\ngo to x: (0) y: (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nwait (0.1) seconds\nbroadcast (Instructions v)\n\nwhen I receive [hide v]\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nbroadcast (Device? v)\n\n@Sprite2\n\nwhen flag clicked\nset [info? v] to [0]\nswitch costume to (player left v)\nbroadcast (Menu v)\nhide\n\nhide\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nforever\n\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\nelse\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\nend\n\nwhen this sprite clicked\n\nbroadcast (hide v)\nwait (0.1) seconds\n\nwhen I receive [instructions v]\nwait until <key (z v) pressed?>\ngo to [back v] layer\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\nbroadcast (Start v)\n\nwait (1) seconds\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (z v) pressed?>\ngo to [back v] layer\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\nwait (1) seconds\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [info v]\nset [info? v] to [1]\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (z v) pressed?>\ngo to [back v] layer\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\nset [info? v] to [0]\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite4\n\nwhen flag clicked\n\nbroadcast (Device? v)\n\nhide\n\nwhen I receive [device? v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nwait (0.1) seconds\nbroadcast (Options v)\n\nwhen I receive [hide v]\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nbroadcast (Device? v)\n\n@Sprite5\n\nwhen flag clicked\n\nhide\n\nwhen I receive [device? v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nwait (0.1) seconds\nbroadcast (Credit v)\n\nwhen I receive [hide v]\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nbroadcast (Device? v)\n\n@3D engine\n\ndefine Turn and Move\nchange [rot x v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (Rotation Speed))\nchange [rot y v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (Rotation Speed))\nif <[90] < (rot Y)> then\n set [rot y v] to [89]\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-89]\nend\nCalculate Trig Values (rot X) (rot Y)\nchange [zvel v] by (((<key (w v) pressed?> - <key (s v) pressed?>) * (cos Y)) * (Speed))\nchange [xvel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * (sin Y)) * (Speed))\nchange [zvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (sin Y)) * (Speed))\nchange [xvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (cos Y)) * (Speed))\nPhysics\n\nset [speed v] to [3]\n\nwhen flag clicked\n\ndefine Draw square| Insert the 2 corners (x1) (y1) (z1) (x2) (y2) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x2) (y1) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x1) (y2) (z1)\n\ndefine Wire Frame\nset pen size to (20)\nchange pen (brightness v) by (-10)\ngo to x: ((FOV) * ((x1) / (z1))) y: ((FOV) * ((y1) / (z1)))\npen down\ngo to x: ((FOV) * ((x2) / (z2))) y: ((FOV) * ((y2) / (z2)))\ngo to x: ((FOV) * ((X3) / (Z3))) y: ((FOV) * ((Y3) / (Z3)))\ngo to x: ((FOV) * ((x1) / (z1))) y: ((FOV) * ((y1) / (z1)))\npen up\n\nLevel design [X] [Y] [Z] [Type]\n\nMoving platform [X1] [Y1] [Z1] to [X2] [Y2] [Z2] Speed [Speed] Platform type [Type]\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nset size to (Infinity) %\nswitch costume to (costume1 v)\nReset\nset [level v] to [1]\nforever\n if <not <(Level) = [7]>> then\n erase all\n Level\n Turn and Move\n if <(touching end) = [yes]> then\n change [level v] by (1)\n end\n end\nend\n\nwhen flag clicked\nerase all\nset [rot x v] to [-1080]\nset [rot y v] to [-24]\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\npen up\n\ndefine 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 Calculate Trig Values (x) (y)\nset [sin x v] to ([sin v] of (y) )\nset [cos x v] to ([cos v] of (y) )\nset [sin y v] to ([sin v] of (x) )\nset [cos y v] to ([cos v] of (x) )\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 <(Player y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(Player y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(Player Z) < ((item (i) of [cube z pos v]) - (100))>> and <not <(Player Z) > ((item (i) of [cube z pos v]) + (100))>>> and <<not <(Player x) < ((item (i) of [cube x pos v]) - (100))>> and <not <(Player x) > ((item (i) of [cube x pos v]) + (100))>>>>> then\n if <not <(item (i) of [platform type v]) = [Player]>> 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]) = [Bounce]> then\n set [y vel v] to [30]\n else\n if <(item (i) of [platform type v]) = [Water]> then\n set [y vel v] to ((Y vel) * (0.9))\n set [xvel v] to ((Xvel) * (0.5))\n set [zvel v] to ((Zvel) * (0.5))\n set [falling? v] to [0]\n else\n if <(item (i) of [platform type v]) = [dirt]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Something]> then\n set [touching platform? v] to [yes]\n if <(info 1) = [0]> then\n broadcast (info v)\n set [info 1 v] to [1]\n end\n else\n if <(item (i) of [platform type v]) = [Down]> then\n set [y vel v] to [-20]\n else\n if <(item (i) of [platform type v]) = [End]> then\n set [touching end v] to [yes]\n change [level v] by (1)\n Reset\n end\n end\n end\n end\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 [player y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [player z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [player x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nif <(Person view) = [3]> then\n Set up 3rd person view cam (Player x) (Player y) (Player Z) [200] [200]\n Level design ((Player x) / (100)) (((Player y) - (10)) / (100)) ((Player Z) / (100)) [Player]\nelse\n Set Up First person view\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling? v] to [0]\n end\n set [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 [player z v] by (-1)\n else\n change [player z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [player x v] to [0]\nset [player y v] to [150]\nset [player z v] to [0]\nset [y vel v] to [0]\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Bounce]\n Level design [0] [-1] [2] [Bounce]\n Create a cube at x [0] y [4] z [5] Type [Platform]\n Level design [0] [4] [8] [Bounce]\n Level design [0] [4] [12] [Bounce]\n Level design [0] [4] [16] [Bounce]\n Level design [0] [4] [20] [Platform]\n Level design [0] [4] [25] [End]\n Level design [0] [3] [20] [dirt]\n Create a cube at x [0] y [3] z [5] Type [dirt]\n Level design [0] [-1] [0] [dirt]\n Level design [0] [-1] [-1] [dirt]\n Level design [0] [-1] [1] [dirt]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [-1] [0] [dirt]\n Level design [0] [0] [1] [lava]\n Level design [0] [0] [2] [lava]\n Level design [0] [0] [3] [lava]\n Level design [0] [0] [4] [Bounce]\n Level design [0] [5] [8] [water]\n Level design [0] [5] [9] [water]\n Level design [0] [5] [10] [water]\n Level design [0] [5] [13] [End]\n Level design [0] [-1] [1] [lava]\n Level design [0] [-1] [2] [lava]\n Level design [0] [-1] [3] [lava]\n Level design [0] [-1] [4] [Bounce]\n Level design [0] [4] [8] [water]\n Level design [0] [4] [9] [water]\n Level design [0] [4] [10] [water]\n end\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [-1] [0] [dirt]\n Level design [0] (moving Platformer y) [4] [Platform]\n Level design [0] ((moving Platformer y) - (1)) [4] [dirt]\n Level design [0] [0] [8] [Platform]\n Level design [0] [-1] [8] [dirt]\n Level design [0] [0] [9] [Down]\n Level design [0] [-3] [9] [Lava]\n Level design [0] [3] [10.2] [Platform]\n Level design [0] [2] [10.2] [Platform]\n Level design [0] [1] [10.2] [Platform]\n Level design [0] [-3] [8] [dirt]\n Level design [0] [-2] [8] [dirt]\n Level design [0] [-3] [10] [Platform]\n Level design [0] [-4] [8] [dirt]\n Level design [0] [0] [12] [Platform]\n Level design [0] [-3] [11] [Platform]\n Level design [0] [-3] [12] [End]\n Level design [0] [-4] [10] [dirt]\n Level design [0] [-4] [11] [dirt]\n Level design [0] [-4] [9] [Lava]\n Level design [0] [0] [11] [Platform]\n end\n if <(Level) = [4]> then\n Create a cube at x [0] y [0] z [0] Type [Platform]\n Create a cube at x [0] y [-1] z [0] Type [dirt]\n Level design [0] [0] [5] [bounce]\n Level design [0] [0] [8] [lava]\n Level design [0] [0] [11] [bounce]\n Level design [0] [0] [14] [lava]\n Level design [0] [0] [18] [Bounce]\n Level design [0] [0] [21] [lava]\n Level design [0] [0] [24] [End]\n end\n if <(Level) = [4]> then\n Create a cube at x [0] y [0] z [0] Type [Platform]\n Create a cube at x [0] y [-1] z [0] Type [dirt]\n Level design [0] [0] [5] [bounce]\n Level design [0] [0] [8] [lava]\n Level design [0] [0] [11] [bounce]\n Level design [0] [0] [14] [lava]\n Level design [0] [0] [18] [Bounce]\n Level design [0] [0] [21] [lava]\n Level design [0] [0] [24] [End]\n end\n if <(Level) = [5]> then\n Create a cube at x [0] y [0] z [0] Type [Platform]\n Create a cube at x [0] y [-1] z [0] Type [dirt]\n Level design [0] [1] [4] [Platform]\n Level design [0] [2] [7] [Platform]\n Level design [0] [3] [10] [Platform]\n Level design [0] [3] [10] [Platform]\n Level design [0] [3] [11] [End]\n Level design [0] [0] [4] [dirt]\n Level design [0] [1] [7] [dirt]\n Level design [0] [2] [10] [dirt]\n end\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [-1] [0] [dirt]\n Create a cube at x (moving Platformer y) y [0] z [4] Type [Platform]\n Create a cube at x (moving Platformer y) y [-1] z [4] Type [Dirt]\n Level design [-5] [0] [8] [Platform]\n Level design [-5] [-1] [8] [dirt]\n Level design [-5] [-4] [13] [Bounce]\n Level design [-5] [0] [16] [Platform]\n Level design [-5] [-1] [16] [dirt]\n Level design [-5] [0] [17] [End]\n end\n if <(Level) = [7]> then\n erase all\n end\nend\n\nLevel design [-1] [0] [0] [Platform]\nLevel design [0] [0] [0] [Platform]\nLevel design [1] [0] [1] [Platform]\nLevel design [-1] [0] [1] [Platform]\nLevel design [0] [0] [1] [Platform]\nLevel design [1] [0] [-1] [Platform]\nLevel design [-1] [0] [-1] [Platform]\nLevel design [0] [0] [-1] [Platform]\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Select color (item (ii) of [platform type v])\n Draw Filled Cube At (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v])\n end\nend\nDraw Crosshair\n\nwhen flag clicked\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#19da00)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3434)\n else\n if <(current platform type) = [Water]> then\n set pen color to (#207cff)\n else\n if <(current platform type) = [Bounce]> then\n set pen color to (#ffec20)\n else\n if <(current platform type) = [End]> then\n set pen color to (#d2ffd1)\n else\n if <<(current platform type) = [Something]> and <(info 1) = [0]>> then\n set pen color to (#ffd000)\n else\n if <<(current platform type) = [Something]> and <(info 1) = [1]>> then\n set pen color to (#ff6e00)\n else\n if <(current platform type) = [dirt]> then\n set pen color to (#ff8800)\n else\n if <(current platform type) = [down]> then\n set pen color to (#b200ff)\n else\n if <(current platform type) = [Player]> then\n set pen color to (#ff9e30)\n end\n end\n end\n end\n end\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 Moving platform (x1) (y1) (z1) to (x2) (y2) (z2) Speed (speed) Platform type (type)\nset [speed sin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nLevel design (((((x2) - (x1)) / (2)) * (speed Sin)) + (x1)) (((((y2) - (y1)) / (2)) * (speed Sin)) + (y1)) (((((z2) - (z1)) / (2)) * (speed Sin)) + (z1)) (type)\n\ndefine Set up 3rd person view cam (player x) (player y) (player z) (distance) (height)\nset [cam x v] to ((player x) + (((distance) * (sin Y)) * (cos X)))\nset [cam z v] to ((player z) + ((((distance) * (-1)) * (cos Y)) * (cos X)))\nset [cam y v] to ((player y) + ((distance) * ((sin X) * (-1))))\n\ndefine Draw Filled Cube At (x) (y) (z)\nif <(cam z) < ((z) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam z) > ((z) + (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\nend\nif <(cam x) > ((x) + (50))> then\n Draw square| Insert the 2 corners ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam x) < ((x) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam y) > ((y) + (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Fill 3D Tri ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam y) < ((y) - (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Fill 3D Tri ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\n\ndefine Fill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nX Y Z Setup (x1) (y1) (z1)\nset [x1 v] to (X3)\nset [y1 v] to (Y3)\nset [z1 v] to (Z3)\nX Y Z Setup (x2) (y2) (z2)\nset [x2 v] to (X3)\nset [y2 v] to (Y3)\nset [z2 v] to (Z3)\nX Y Z Setup (x3) (y3) (z3)\nif <not <<(z1) < [1]> and <<(z2) < [1]> and <(Z3) < [1]>>>> then\n Z Clip\n set pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (6))\n Wire Frame\n change pen (brightness v) by (10)\n fill ((FOV) * ((x1) / (z1))) ((FOV) * ((y1) / (z1))) ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2))) ((FOV) * ((X3) / (Z3))) ((FOV) * ((Y3) / (Z3))) resolution: (1)\nend\n\ndefine Set Point (x) (y) (z)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [z3 v] to (z)\n\ndefine X Y Z Setup (x) (y) (z)\nSet Point ((x) - (cam x)) [] ((z) - (cam z))\nSet Point (((Z3) * (sin Y)) + ((X3) * (cos Y))) ((y) - (cam y)) (((Z3) * (cos Y)) - ((X3) * (sin Y)))\nSet Point (X3) (((Y3) * (cos X)) - ((Z3) * (sin X))) (((Y3) * (sin X)) + ((Z3) * (cos X)))\n\ndefine Z Clip\nif <(z1) < [1]> then\n set [z1 v] to [1]\nend\nif <(z2) < [1]> then\n set [z2 v] to [1]\nend\nif <(Z3) < [1]> then\n set [z3 v] to [1]\nend\n\ndefine Set Up First person view\nset [cam x v] to (Player x)\nset [cam z v] to (Player Z)\nset [cam y v] to (Player y)\n\nwhen [1 v] key pressed\nset [person view v] to [1]\n\nwhen [2 v] key pressed\nset [person view v] to [3]\n\ndefine Draw Crosshair\n\nset pen size to (2)\nset pen color to (#ffffff)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\ngo to x: (0) y: (0)\ngo to x: (0) y: (-10)\ngo to x: (0) y: (10)\npen up\n\nLevel design [1] [0] [0] [Platform]\nLevel design [-1] [0] [0] [Platform]\nLevel design [0] [0] [0] [Platform]\nLevel design [1] [0] [1] [Platform]\nLevel design [-1] [0] [1] [Platform]\nLevel design [0] [0] [1] [Platform]\nLevel design [1] [0] [-1] [Platform]\nLevel design [-1] [0] [-1] [Platform]\nLevel design [0] [0] [-1] [Platform]\n\nwhen I receive [start v]\nforever\n if <(info?) = [0]> then\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\n end\nend\n\nchange [cos y2 v] by (0.7)\n\nchange [xvel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * (sin Y2)) * (Speed))\nchange [zvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (sin Y2)) * (Speed))\nchange [xvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (cos Y2)) * (Speed))\nPhysics\n\nset [falling? v] to [0]\nset [y vel v] to ((Y vel) * (0.9))\nset [xvel v] to ((Xvel) * (0.5))\nset [zvel v] to ((Zvel) * (0.5))\n\ndefine Create a cube at x (x) y (y) z (z) Type (type)\nLevel design ((x) + (1)) (y) (z) (type)\nLevel design ((x) - (1)) (y) (z) (type)\nLevel design (x) (y) (z) (type)\nLevel design ((x) + (1)) (y) ((z) + (1)) (type)\nLevel design ((x) - (1)) (y) ((z) + (1)) (type)\nLevel design (x) (y) ((z) + (1)) (type)\nLevel design ((x) + (1)) (y) ((z) - (1)) (type)\nLevel design ((x) - (1)) (y) ((z) - (1)) (type)\nLevel design (x) (y) ((z) - (1)) (type)\n\nCreate a cube at x [0] y [0] z [0] Type [Platform]\n\nCreate a cube at x [0] y [-1] z [0] Type [dirt]\nCreate a cube at x [0] y [-1] z [1] Type [dirt]\nCreate a cube at x [-1] y [-1] z [0] Type [dirt]\nCreate a cube at x [-1] y [-1] z [3] Type [dirt]\nCreate a cube at x [1] y [-1] z [0] Type [dirt]\nCreate a cube at x [1] y [-1] z [3] Type [dirt]\nLevel design [0] [3] [2] [Something]\nLevel design [1] [3] [2] [dirt]\nLevel design [-1] [3] [2] [dirt]\n\nLevel design [0] [3] [2] [Something]\n\nwhen flag clicked\nset [info 1 v] to [0]\n\nif <(current platform type) = [Something]> then\n set pen color to (#ffd000)\nelse\n if <(current platform type) = [dirt]> then\n set pen color to (#ff8800)\n else\n if <(current platform type) = [Player]> then\n set pen color to (#ff9e30)\n end\n end\nend\n\nset pen color to (#ff9400)\n\nLevel design [0] [0] [0] [Platform]\nLevel design [0] [0] [-1] [Platform]\nLevel design [0] [0] [1] [Platform]\nLevel design [0] [0] [2] [Bounce]\nCreate a cube at x [0] y [4] z [5] Type [Platform]\nLevel design [0] [4] [8] [Bounce]\nLevel design [0] [4] [12] [Bounce]\nLevel design [0] [4] [16] [Bounce]\nLevel design [0] [4] [20] [Platform]\nLevel design [0] [4] [25] [End]\nLevel design [0] [3] [20] [dirt]\nCreate a cube at x [0] y [3] z [5] Type [dirt]\nLevel design [0] [-1] [0] [dirt]\nLevel design [0] [-1] [-1] [dirt]\nLevel design [0] [-1] [1] [dirt]\n\nLevel design [0] [-1] [0] [dirt]\n\nset [info 1 v] to [1]\n\nwhen I receive [change level v]\n\nwait (0.5) seconds\n\nwhen flag clicked\nset [moving platformer y v] to [0]\nforever\n repeat (15)\n change [moving platformer y v] by (-0.25)\n end\n wait (1) seconds\n repeat (15)\n change [moving platformer y v] by (0.25)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nset [rotation speed v] to [4]\n\nLevel design [0] [0] [8] [lava]\nLevel design [0] [0] [11] [bounce]\nLevel design [0] [0] [14] [lava]\nLevel design [0] [0] [18] [Bounce]\nLevel design [0] [0] [21] [lava]\nLevel design [0] [0] [24] [End]\n\nLevel design [0] [0] [4] [Platform]\nLevel design (moving Platformer y) [-1] [4] [dirt]\n\nLevel design [0] [0] [0] [Platform]\nLevel design [0] [-1] [0] [dirt]\nCreate a cube at x (moving Platformer y) y [0] z [4] Type [Platform]\nCreate a cube at x (moving Platformer y) y [-1] z [4] Type [Dirt]\nLevel design [-5] [0] [8] [Platform]\nLevel design [-5] [-1] [8] [dirt]\nLevel design [-5] [-4] [13] [Bounce]\nLevel design [-5] [0] [16] [Platform]\nLevel design [-5] [-1] [16] [dirt]\nLevel design [-5] [0] [17] [End]\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n erase all\n end\nend\n\nwhen I receive [reset v]\nReset\n\n\n\nCreate a cube at x [0] y [0] z [1] Type [Platform]\nCreate a cube at x [-1] y [0] z [0] Type [Platform]\nCreate a cube at x [-1] y [0] z [3] Type [Platform]\nCreate a cube at x [1] y [0] z [0] Type [Platform]\nCreate a cube at x [1] y [0] z [3] Type [Platform]\nLevel design [X] [Y] [Z] [Platform]\nLevel design [X] [Y] [Z] [Lava]\nLevel design [X] [Y] [Z] [Bounce]\n\n@Sprite1\n\nwhen I receive [options v]\ngo to x: (0) y: (50)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nbroadcast (Credit v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [music on? v] to [yes]\n else\n set [music on? v] to [no]\n end\nend\n\nwhen this sprite clicked\nstart sound [Coin v]\nif <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nforever\n\nset [music on? v] to [yes]\n\nset [music on? v] to [no]\n\nwhen I receive [menu v]\nhide\n\nwait (1) seconds\n\nif then\n set [music on? v] to [yes]\nend\nif <(costume [number v]) = [1]> then\n set [music on? v] to [no]\nend\n\nforever\nend\n\nset [music on? v] to [yes]\n\nset [music on? v] to [yes]\n\n@Sprite6\n\nwhen I receive [options v]\nshow variable [rotation speed v]\ngo to x: (0) y: (-30)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nbroadcast (Credit v)\n\nforever\n\nset [music on? v] to [yes]\n\nset [music on? v] to [no]\n\nwhen I receive [menu v]\nhide variable [speed v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nbroadcast (Device? v)\n\nwhen I receive [options v]\ngo to x: (5) y: (-150)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Menu v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\n\nbroadcast (Device? v)\n\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nbroadcast (hide v)\nwait (0.1) seconds\n\nwhen I receive [credit v]\ngo to x: (5) y: (-150)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\n@Sprite8\n\nwhen I receive [credit v]\ngo to x: (0) y: (-30)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nbroadcast (Credit v)\n\nwhen flag clicked\nforever\n\nwhen this sprite clicked\n\nif <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nforever\n\nset [music on? v] to [yes]\n\nset [music on? v] to [no]\n\nwhen I receive [menu v]\nhide variable [rotation speed v]\nhide\n\nshow variable [speed v]\n\n@Sprite9\n\nwhen flag clicked\nerase all\nset [level v] to [1]\nrepeat until <(Level) = [7]>\n hide\nend\nset size to (1) %\nshow\nrepeat (100)\n change size by (1)\nend\n\nforever\n \nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nbroadcast (Device? v)\n\nwhen I receive [start v]\ngo to x: (170) y: (-140)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = [7]>> then\n set [touching end v] to [yes]\n change [level v] by (1)\n broadcast (reset v)\n wait (0.7) seconds\nend\n\nwhen I receive [skip v]\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\n\nbroadcast (Device? v)\n\nwhen I receive [credit v]\n\nwhen I receive [credit v]\ngo to x: (5) y: (-150)\n\nthink [Hmm...] for (2) seconds\n\n@Sprite11\n\nforever\n \nend\n\nwhen flag clicked\nhide\n\n
☁World - a platformer☁
@Stage\n\n@Figur1\n\nwhen flag clicked\ngo to x: (-200) y: (40)\nset [x v] to [0]\nset [y v] to [0]\nwait (3) seconds\nforever\n switch costume to (kostüm2 v)\n change y by (-1)\n if <touching (figur10 v)?> then\n set [y v] to [20]\n end\n if <touching (figur8 v)?> then\n change y by (1)\n change x by (go)\n end\n if <touching (figur6 v)?> then\n broadcast (nachricht2 v)\n wait (0.5) seconds\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-200) y: (40)\n wait (0.5) seconds\n end\n if <touching (figur4 v)?> then\n broadcast (nachricht2 v)\n wait (0.5) seconds\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-200) y: (40)\n wait (0.5) seconds\n end\n if <(x position) > [230]> then\n broadcast (Nachricht1 v)\n wait (0.5) seconds\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-200) y: (40)\n show\n wait (0.5) seconds\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n set [grounded v] to [0]\n change x by (x)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (1)\n if <touching (figur2 v)?> then\n change y by (-10)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (figur2 v)?> or <touching (figur8 v)?>> then\n if <[0] < (y)> then\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n y2\n end\n if <(y) < [0]> then\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n y\n end\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (figur2 v)?> or <touching (figur8 v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\ndefine y\nif <<touching (figur2 v)?> or <touching (figur8 v)?>> then\n change y by (1)\nend\n\ndefine y2\nif <touching (figur2 v)?> then\n change y by (-1)\nend\n\nwhen flag clicked\ndelete all of [cloud v]\ndelete all of [time v]\nadd [0] to [time v]\nadd [0] to [time v]\nadd [0] to [time v]\nadd [0] to [time v]\nadd [0] to [time v]\nadd [0] to [time v]\nadd [0] to [cloud v]\nadd [0] to [cloud v]\nadd [0] to [cloud v]\nadd [0] to [cloud v]\nadd [0] to [cloud v]\nadd [0] to [cloud v]\nforever\n if <(☁ player1) = (item (1) of [cloud v])> then\n replace item (1) of [time v] with ((item (1) of [time v]) + (1))\n else\n replace item (1) of [cloud v] with (☁ player1)\n replace item (1) of [time v] with [0]\n end\n if <(☁ player2) = (item (2) of [cloud v])> then\n replace item (2) of [time v] with ((item (2) of [time v]) + (1))\n else\n replace item (2) of [cloud v] with (☁ player2)\n replace item (2) of [time v] with [0]\n end\n if <(☁ player3) = (item (3) of [cloud v])> then\n replace item (3) of [time v] with ((item (3) of [time v]) + (1))\n else\n replace item (3) of [cloud v] with (☁ player3)\n replace item (3) of [time v] with [0]\n end\n if <(☁ player4) = (item (4) of [cloud v])> then\n replace item (4) of [time v] with ((item (4) of [time v]) + (1))\n else\n replace item (4) of [cloud v] with (☁ player4)\n replace item (4) of [time v] with [0]\n end\n if <(☁ player5) = (item (5) of [cloud v])> then\n replace item (5) of [time v] with ((item (5) of [time v]) + (1))\n else\n replace item (5) of [cloud v] with (☁ player5)\n replace item (5) of [time v] with [0]\n end\n if <[] = (item (6) of [cloud v])> then\n replace item (6) of [time v] with ((item (6) of [time v]) + (1))\n else\n replace item (6) of [cloud v] with [Ding]\n replace item (6) of [time v] with [0]\n end\nend\n\nset [☁ player1 v] to [0]\n\nwhen flag clicked\nset [player v] to [0]\nwait (2) seconds\nif <[20] < (item (1) of [time v])> then\n set [player v] to [1]\nelse\n if <[20] < (item (2) of [time v])> then\n set [player v] to [2]\n else\n if <[20] < (item (3) of [time v])> then\n set [player v] to [3]\n else\n if <[20] < (item (4) of [time v])> then\n set [player v] to [4]\n else\n if <[20] < (item (5) of [time v])> then\n set [player v] to [5]\n else\n broadcast (full v)\n end\n end\n end\n end\nend\n\nif <[] = [50]> then\n\ndefine cloud (text)\nset [give2 v] to [0]\ncloud2 (text)\ncloud2 (text)\ncloud2 (text)\ncloud2 (text)\ncloud2 (text)\ncloud2 (text)\ncloud2 (text)\ncloud2 (text)\nset [give v] to (join (give) [00])\n\ndefine cloud2 (text2)\nif <(give2) < (length of (text2))> then\n change [give2 v] by (1)\n set [give v] to (join (give) (item # of (letter (give2) of (text2)) in [numbers v]))\nend\n\nwhen flag clicked\nforever\n reset timer\n wait (1) seconds\nend\n\ndefine back (2)\nset [give-back v] to []\nback\nback\nback\nback\nback\nback\nback\nback\nif <(join (letter (give-back-number) of (what-back)) (letter ((give-back-number) + (1)) of (what-back))) = [00]> then\n change [give-back-number v] by (2)\nend\n\ndefine what back (text)\nset [what-back v] to (text)\n\ndefine back\nif <not <(join (letter (give-back-number) of (what-back)) (letter ((give-back-number) + (1)) of (what-back))) = [00]>> then\n set [give-back v] to (join (give-back) (item (join (letter (give-back-number) of (what-back)) (letter ((give-back-number) + (1)) of (what-back))) of [numbers v]))\n change [give-back-number v] by (2)\nend\n\nchange [☁ player1 v] by (1)\n\nwhen flag clicked\nset [clone v] to [0]\nwait (2) seconds\nrepeat (5)\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n set [give v] to []\n cloud (x position)\n cloud (y position)\n cloud (level)\n cloud (timer)\n if <(player) = [1]> then\n set [☁ player1 v] to (give)\n end\n if <(player) = [2]> then\n set [☁ player2 v] to (give)\n end\n if <(player) = [3]> then\n set [☁ player3 v] to (give)\n end\n if <(player) = [4]> then\n set [☁ player4 v] to (give)\n end\n if <(player) = [5]> then\n set [☁ player5 v] to (give)\n end\nend\n\nwhen I start as a clone\nif <(clone) = [3]> then\n forever\n switch costume to (kostüm3 v)\n set [give-back-number v] to [1]\n what back (☁ player3)\n back []\n set [x-clone v] to (give-back)\n back []\n set [y-clone v] to (give-back)\n back []\n show\n if <(item (3) of [time v]) > [50]> then\n hide\n end\n if <(player) = [3]> then\n hide\n end\n if <not <(give-back) = (level)>> then\n hide\n end\n glide (0.1) secs to x: (x-clone) y: (y-clone)\n end\nend\nif <(clone) = [5]> then\n forever\n switch costume to (kostüm3 v)\n set [give-back-number v] to [1]\n what back (☁ player5)\n back []\n set [x-clone v] to (give-back)\n back []\n set [y-clone v] to (give-back)\n back []\n show\n if <(item (5) of [time v]) > [50]> then\n hide\n end\n if <(player) = [5]> then\n hide\n end\n if <not <(give-back) = (level)>> then\n hide\n end\n glide (0.1) secs to x: (x-clone) y: (y-clone)\n end\nend\nif <(clone) = [4]> then\n forever\n switch costume to (kostüm3 v)\n set [give-back-number v] to [1]\n what back (☁ player4)\n back []\n set [x-clone v] to (give-back)\n back []\n set [y-clone v] to (give-back)\n back []\n show\n if <(item (4) of [time v]) > [50]> then\n hide\n end\n if <(player) = [4]> then\n hide\n end\n if <not <(give-back) = (level)>> then\n hide\n end\n glide (0.1) secs to x: (x-clone) y: (y-clone)\n end\nend\nif <(clone) = [1]> then\n forever\n set [give-back-number v] to [1]\n switch costume to (kostüm3 v)\n what back (☁ player1)\n back []\n set [x-clone v] to (give-back)\n back []\n set [y-clone v] to (give-back)\n back []\n show\n if <(item (1) of [time v]) > [50]> then\n hide\n end\n if <(player) = [1]> then\n hide\n end\n if <not <(give-back) = (level)>> then\n hide\n end\n glide (0.1) secs to x: (x-clone) y: (y-clone)\n end\nend\nif <(clone) = [2]> then\n forever\n switch costume to (kostüm3 v)\n set [give-back-number v] to [1]\n what back (☁ player2)\n back []\n set [x-clone v] to (give-back)\n back []\n set [y-clone v] to (give-back)\n back []\n show\n if <(item (2) of [time v]) > [50]> then\n hide\n end\n if <(player) = [2]> then\n hide\n end\n if <not <(give-back) = (level)>> then\n hide\n end\n glide (0.1) secs to x: (x-clone) y: (y-clone)\n end\nend\n\nshow\n\nwhen I receive [skip v]\ngo to x: (234) y: (6)\n\n@Figur2\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Figur3\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [nachricht1 v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Figur4\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Figur5\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht2 v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Figur7\n\nwhen I receive [full v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Figur6\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\n turn right (15) degrees\n if <(level) = [5]> then\n show\n end\n if <(level) = [7]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n go to x: (0) y: (0)\n end\n if <(level) = [7]> then\n go to x: (-100) y: (0)\n glide (2) secs to x: (100) y: (0)\n glide (2) secs to x: (-100) y: (0)\n end\nend\n\n@Figur8\n\nwhen flag clicked\nset [level v] to [1]\nset [go v] to [4]\ngo to x: (0) y: (-90)\nforever\n hide\n change x by (go)\n if <(level) = [9]> then\n show\n end\n if <([abs v] of (round (x position)) ) = [80]> then\n set [go v] to ((go) * (-1))\n end\nend\n\n@Figur9\n\nwhen flag clicked\nforever\n switch costume to (kostüm1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (kostüm3 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (skip v)\n\n@Figur10\n\nwhen flag clicked\nset [level v] to [1]\nforever\n hide\n if <(level) = [13]> then\n show\n go to x: (-40) y: (7)\n end\n if <(level) = [14]> then\n show\n go to x: (-40) y: (7)\n end\n if <touching (figur1 v)?> then\n repeat until <(costume [number v]) = [1]>\n next costume\n end\n end\n if <not <touching (figur1 v)?>> then\n repeat until <(costume [number v]) = [3]>\n next costume\n end\n end\nend\n\n@Figur11\n\nwhen flag clicked\nset [level v] to [1]\nforever\n hide\n if <(level) = [14]> then\n show\n go to x: (100) y: (7)\n end\n if <touching (figur1 v)?> then\n repeat until <(costume [number v]) = [1]>\n next costume\n end\n end\n if <not <touching (figur1 v)?>> then\n repeat until <(costume [number v]) = [3]>\n next costume\n end\n end\nend\n\n
My new cloud project: World - a platformer\nArrow keys to move! Have Fun!\nWhat?! #5 on german trending and #2 on german tutorials??
SUMMER | A PLATFORMER
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [début jeu v]\nswitch backdrop to (2 v)\n\n@Cube\n\nwhen flag clicked\ngo to x: (0) y: (-220)\nstart sound [Musique intro v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset size to (200) %\nset [intro glissement v] to [23]\nwait (0.5) seconds\nrepeat (40)\n change [ghost v] effect by (-5)\n change y by (Intro glissement)\n set [intro glissement v] to ((Intro glissement) * (0.9))\nend\nwait (4) seconds\nbroadcast (message1 v)\nrepeat (40)\n change [ghost v] effect by (5)\n change [brightness v] effect by (3)\n change y by (Intro glissement)\n set [intro glissement v] to ((Intro glissement) / (0.8))\nend\nbroadcast (Début jeu v)\n\n@Charlesmagnus\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (30) %\nwait (2.8) seconds\ngo to (cube v)\nshow\nrepeat (6)\n wait (0) seconds\n next costume\nend\nwait (0.6) seconds\nrepeat (8)\n wait (0) seconds\n next costume\nend\n\nwhen I receive [message1 v]\nrepeat (40)\n change [ghost v] effect by (5)\n change [brightness v] effect by (3)\n go to (cube v)\n wait (0) seconds\nend\n\n@Ballon Physique\n\nhide variable [y v]\nhide variable [x v]\n\nwhen flag clicked\nhide\n\nset [y v] to [17]\n\nwhen I receive [début jeu v]\nset [ghost v] effect to (100)\nforever\n if <<(y position) < [-178]> or <touching (dangers v)?>> then\n broadcast (Mort v)\n start sound [Oops v]\n wait (0.2) seconds\n go to x: (-220) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n set [z v] to [0]\n end\n if <(x position) > [238]> then\n if <not <([costume # v] of [plateformes v]) = [16]>> then\n broadcast (Suivant v)\n go to x: (-220) y: (0)\n end\n end\nend\n\nwhen I receive [début jeu v]\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nshow\ngo to x: (-177) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n if <touching (plateformes v)?> then\n change y by (1)\n end\n if <touching (plateformes v)?> then\n change y by (1)\n end\n if <touching (plateformes v)?> then\n change y by (1)\n end\n if <touching (plateformes v)?> then\n change y by (1)\n end\n if <touching (plateformes v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<(mouse y) > (y position)> and <mouse down?>> or <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 [9]\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (plateformes v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (plateformes v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <touching (eau v)?> then\n set [y v] to [-3]\n set [x v] to ((x) * (0.92))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [4]\n end\n end\nend\n\nwhen I receive [début jeu v]\nbroadcast (NON EAU v)\nforever\n if <touching (eau v)?> then\n broadcast (EAU v)\n wait until <not <touching (eau v)?>>\n else\n broadcast (NON EAU v)\n wait until <touching (eau v)?>\n end\nend\n\n@Ballon Apparence\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nshow\nswitch costume to (1 v)\nset [z v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [z v] by (-13)\n else\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [z v] by (13)\n end\n end\n set [z v] to ((z) * (0.78))\n turn right (z) degrees\nend\n\nwhen I receive [début jeu v]\nforever\n if <touching (plateformes v)?> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <(pick random (1) to (5)) = [1]> then\n broadcast (SABLE DROIT v)\n wait (0) seconds\n end\n else\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n if <(pick random (1) to (5)) = [1]> then\n broadcast (SABLE GAUCHE v)\n wait (0) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [mort v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [début jeu v]\nforever\n go to (ballon physique v)\nend\n\nwhen I receive [mort v]\nforever\n go to (ballon physique v)\nend\n\nwhen I receive [début jeu v]\nforever\n wait until <touching (eau v)?>\n start sound [son plongeon v]\n wait (1) seconds\n wait until <not <touching (eau v)?>>\nend\n\nwhen I receive [eau v]\nset [ghost v] effect to (40)\n\nwhen I receive [non eau v]\nset [ghost v] effect to (0)\n\n@Sable Projection\n\nwhen flag clicked\nhide\n\nwhen I receive [sable droit v]\nswitch costume to (pick random (1) to (3))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\ngo to (ballon apparence v)\nif <(costume [number v]) < [4]> then\n change x by (7)\n change y by (-3)\n point in direction (pick random (30) to (75))\nelse\n change x by (-7)\n change y by (-3)\n point in direction (pick random (-30) to (-75))\nend\nwait (pick random (0) to (0.25)) seconds\nmove (8) steps\nchange y by (0)\nwait (0) seconds\nmove (7) steps\nchange y by (-1)\nwait (0) seconds\nmove (6) steps\nchange y by (-2)\nwait (0) seconds\nmove (5) steps\nchange y by (-3)\nwait (0) seconds\nmove (4) steps\nchange y by (-4)\nset [ghost v] effect to (25)\nwait (0) seconds\nmove (3) steps\nchange y by (-5)\nset [ghost v] effect to (50)\nwait (0) seconds\nmove (2) steps\nchange y by (-6)\nset [ghost v] effect to (75)\nwait (0) seconds\nmove (1) steps\nchange y by (-7)\ndelete this clone\n\nwhen I receive [sable gauche v]\nswitch costume to (pick random (4) to (6))\ncreate clone of (_myself_ v)\n\n@Plateformes\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [début jeu v]\nshow\nforever\n play sound [musique-libre-de-droits-fredji-happy-life v] until done\n wait (2) seconds\nend\n\nwhen I receive [suivant v]\nif <not <(costume [number v]) = [16]>> then\n next costume\nend\n\n@Dangers\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [plateformes v])\nend\n\n@Eau\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [plateformes v])\nend\n\nwhen I receive [début jeu v]\nwait until <([costume # v] of [plateformes v]) = [7]>\nset [ghost v] effect to (40)\nforever\n repeat (20)\n change [ghost v] effect by (1)\n end\n repeat (20)\n change [ghost v] effect by (-1)\n end\nend\n\nwait (0) seconds\n\nwait (0) seconds\n\n@Plateformes2\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [début jeu v]\nset [ghost v] effect to (30)\nshow\nforever\n switch costume to ([costume # v] of [plateformes v])\nend\n\n@Minia\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Nuages\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nforever\n wait (pick random (5) to (13)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (30) to (60))\ngo to [back v] layer\nset size to (pick random (120) to (180)) %\ngo to x: (300) y: (pick random (50) to (150))\nshow\nglide (pick random (7) to (10)) secs to x: (-300) y: (y position)\ndelete this clone\n\n
---------------[SUMMER | A PLATFORMER]-----------------\nFleches du clavier ou souris pour se déplacer! N'oubliez pas de mettre un coeur et une étoile si vous avez aimé! :)\n\nArrows keys or mouse to move! Don't forget to love an fav if you liked my project! :)\n\nJe suis actuellemnt en vacances donc il m'est assez compliqué et occasionnel de sortir des projets pendant les deux semaines qui vont suivre. Bonnes vacances a vous aussi! :D
-QuaXX- A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@HELLO\n\nwhen I receive [next level v]\nif <not <(LEVEL) = [14]>> then\n go to [front v] layer\n set y to (400)\n show\n set [slide v] to [-27]\n repeat (20)\n change y by (-17)\n end\n wait (0.01) seconds\n repeat (12)\n change y by (20)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nplay sound [Coin v] until done\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@THERE!\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nhide\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n show\n Moving Platforms\n else\n if <(LEVEL) = [7]> then\n go to x: (-75) y: (-90)\n show\n Moving Gears\n end\n if <(LEVEL) = [9]> then\n go to x: (-75) y: (65)\n show\n Moving Gears\n end\n hide\n end\nend\n\ndefine Moving Platforms\ngo to [back v] layer\nturn right (15) degrees\n\ndefine Moving Gears\nrepeat (30)\n change x by (5)\nend\nwait (1) seconds\nrepeat (30)\n change x by (-5)\nend\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n Moving Platforms\n end\n if <(LEVEL) = [9]> then\n Moving Platforms\n end\nend\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@MAYBE\n\nwhen flag clicked\n\nforever\n if <touching (and v)?> then\n switch costume to (kostüm2 v)\n wait (0.15) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <(LEVEL) = [4]> then\n show\n go to x: (-2) y: (-53)\n else\n if <(LEVEL) = [7]> then\n go to x: (-191) y: (-52)\n show\n end\n end\nend\n\nwhen flag clicked\n\nforever\n if <not <<(LEVEL) = [4]> or <(LEVEL) = [7]>>> then\n hide\n end\nend\n\nhide\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@GIVE\n\nwhen flag clicked\ngo to x: (35) y: (20)\ngo to [back v] layer\nforever\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@A\n\nwhen flag clicked\nshow\nswitch costume to (level 1-1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [name v]) = [costume8]> then\n set [costumename v] to [8]\n broadcast (Right v)\nend\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@LOVE\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\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 (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) 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 (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@FAV\n\nset [level v] to [6]\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@AND\n\nbroadcast (LEVEL UP! v)\nhide\nchange [coins v] by (1)\ngo to x: (-200) y: (0)\nwait (1.1) seconds\ngo to x: (-200) y: (0)\nshow\n\nbroadcast (LEVEL UP! v)\nhide\nchange [coins v] by (1)\ngo to x: (-200) y: (0)\nwait (1.1) seconds\ngo to x: (-200) y: (0)\nshow\n\nbroadcast (LEVEL UP! v)\nhide\nchange [coins v] by (1)\ngo to x: (-200) y: (0)\nwait (1.1) seconds\ngo to x: (-200) y: (0)\nshow\n\nbroadcast (LEVEL UP! v)\nhide\nchange [coins v] by (1)\ngo to x: (-200) y: (0)\nwait (1.1) seconds\ngo to x: (-200) y: (0)\nshow\n\ndefine Physics\ngo [forward v] (1000000) layers\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 [xmovement v] by (2)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n change [xmovement v] by (-2)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <<touching (fav v)?> or <touching (there! v)?>> then\n change y by (1)\nend\nif <<touching (fav v)?> or <touching (there! v)?>> then\n change y by (1)\nend\nif <<touching (fav v)?> or <touching (there! v)?>> then\n change y by (1)\nend\nif <<touching (fav v)?> or <touching (there! v)?>> then\n change y by (1)\nend\nif <<touching (fav v)?> or <touching (there! v)?>> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <<touching (fav v)?> or <touching (there! v)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <(x position) > [220]> then\n broadcast (next level v)\n show\n change [level v] by (1)\n go to x: (-211) y: (-7)\nend\nif <<touching (a v)?> or <touching (there! v)?>> then\n broadcast (red v)\n go to x: (-211) y: (-7)\n start sound [Break Brick v]\nend\nif <touching (maybe v)?> then\n set [yv v] to [20]\n start sound [Drum Boing v]\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [forward v] (10) layers\npoint in direction (90)\ngo to x: (-211) y: (-7)\nforever\n Physics\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [yv v] to [19]\n end\n if <(Yv) > [7]> then\n repeat until <(Yv) = [0]>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [restart v]\n\nwhen I receive [left v]\npoint in direction (-90)\nrepeat (2)\n change [xmovement v] by (-2)\nend\n\nwhen I receive [right v]\npoint in direction (90)\nrepeat (2)\n change [xmovement v] by (2)\nend\n\nwhen I receive [up v]\nset [yv v] to [17]\nforever\n if <(Yv) > [7]> then\n repeat until <(Yv) = [0]>\n change y by (-1)\n end\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-211) y: (-7)\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen [up arrow v] key pressed\nplay sound [Jump v] until done\n\nwhen flag clicked\nswitch costume to (logo v)\nforever\n if <(LEVEL) = [14]> then\n broadcast (checkpoint v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [JJD - Adventure \[NCS Release\] v] until done\nend\n\nwhen I receive [red v]\nswitch costume to (costume1 v)\nwait (0.3) seconds\nswitch costume to (logo v)\n\nwhen I receive [up v]\nforever\n say (join (join (join (join [Your time was ] (timer)) [ secs and you lost ]) (lost)) [ times!])\nend\n\nwhen I receive [checkpoint v]\nforever\n change [ghost v] effect by (10)\nend\n\n@FOLLOW?\n\nwhen I receive [red v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [costumename v] to [0]\nset [timer v] to [0]\nset [lost v] to [0]\ngo [forward v] (100000000) layers\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [red v]\nchange [lost v] by (1)\n\nwhen I receive [right v]\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\n if <(costumename) = [8]> then\n broadcast (Up v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
ᴛʜᴀɴᴋ ʏᴏᴜ ɢᴜʏꜱ ꜱᴏ ᴍᴜᴄʜ ꜰᴏʀ 1ᴋ ꜰᴏʟʟᴏᴡᴇʀꜱ! :) ᴡᴀɴᴛ ᴛᴏ ᴘᴀʀᴛɪᴄɪᴘᴀᴛᴇ ɪɴ ᴍʏ ɪɴᴛʀᴏ ᴄᴏɴᴛᴇꜱᴛ?\nhttps://scratch.mit.edu/projects/411640812/\n\n--------------------------------------------------------------\n2ɴᴅ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ɪɴ ᴛʜᴇ ʙɪᴏ ꜱᴇʀɪᴇꜱ ɪꜱꜱꜱꜱꜱꜱ ᴏᴜᴛ!!! ᴄʜᴇᴄᴋ ɪᴛ ᴏᴜᴛ, ᴀɴᴅ ᴍᴀʏʙᴇ ɢɪᴠᴇ ᴀ ʜᴇᴀʀᴛ, ꜱᴛᴀʀ, ᴀɴᴅ ꜰᴏʟʟᴏᴡ!\n\nꜰᴇᴀᴛᴜʀᴇꜱ ɪɴᴄʟᴜᴅᴇ:\n- ᴛʜᴇ ɴᴏʀᴍᴀʟ ꜱᴛᴜꜰꜰ\n- ʙɪᴏ ᴀʙᴏᴜᴛ @QuaXX\n- ᴍᴏᴠɪɴɢ ɢᴇᴀʀꜱ\n- ᴅᴇꜱᴇʀᴛ ꜱᴛʏʟᴇ ᴀʀᴛ\n- ᴄᴏᴏʟ ꜱᴏᴜɴᴅ ᴇꜰꜰᴇᴄᴛꜱ\n- ᴛɪᴍᴇ ᴀɴᴅ ɴᴏ. ᴏꜰ ᴅᴇᴀᴛʜꜱ\n- ᴘʟᴀʏ ᴛʜᴇ ɢᴀᴍᴇ ᴛᴏ ꜱᴇᴇ ᴛʜᴇ ʀᴇꜱꜱꜱꜱᴛ!!! =ᴅ\n\n\nᴘʟᴀᴛꜰᴏʀᴍɪɴɢ ᴇɴɢɪɴᴇ ʙʏ @griffpatch!\nᴄʟᴏᴜᴅꜱ ᴀɴᴅ ᴛʀᴀᴍᴘꜱ ʙʏ @Benelem12!\nɢᴇᴀʀ ᴀʀᴛ ʙʏ @QuaXX!\nᴇᴠᴇʀʏᴛʜɪɴɢ ᴇʟꜱᴇ ʙʏ @Lazy_Coder02!\n\n-@awesomebricks1\nhttps://scratch.mit.edu/projects/406329562/\n\n*ᴄʟɪᴄᴋ ꜱᴇᴇ ɪɴꜱɪᴅᴇ! ʏᴏᴜ'ʟʟ ꜱᴇᴇ ᴡʜʏ :)\n*ᴘʟᴀʏ ᴛɪʟʟ ᴛʜᴇ ᴇɴᴅ ꜰᴏʀ ʏᴏᴜʀ ᴛɪᴍᴇ ᴀɴᴅ ɴᴏ. ᴏꜰ ᴅᴇᴀᴛʜꜱ ᴀɴᴅ ᴍᴇɴᴛɪᴏɴ ɪᴛ ɪɴ ᴛʜᴇ ᴄᴏᴍᴍᴇɴᴛꜱ! :)
スライムplatformer!
@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 # v] of [犬 v]) = [1]> or <<([costume # v] of [犬 v]) = [2]> or <<([costume # v] of [犬 v]) = [3]> or <<([costume # v] of [犬 v]) = [4]> or <([costume # v] of [犬 v]) = [5]>>>>> 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 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 # v] of [犬 v]) = [11]> or <<([costume # v] of [犬 v]) = [12]> or <<([costume # v] of [犬 v]) = [13]> or <<([costume # v] of [犬 v]) = [14]> 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 [thefatrat music 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\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 (球2 v)?>> or <<touching (スプライト7 v)?> or <<touching (球3 v)?> or <<touching (球 v)?> or <(y position) < [-170]>>>>>>> then\n start sound [people-studio-ee1 v]\n go to x: (-230) y: (100)\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 >>> then\n start sound [people-studio-ee1 v]\n go to x: (-230) y: (100)\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 (30) %\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 start sound [blink1 v]\n set [yv v] to [15]\n if <(size) = [100]> then\n set [yv v] to [25]\n end\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: (0)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [14]> then\n set size to (30) %\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: (0)\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]\nforever\n repeat until <([costume # v] of [犬 v]) = [17]>\n change [時間 v] by (1)\n wait (1) seconds\n end\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 start sound [people-studio-ee1 v]\n go to x: (-230) y: (100)\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 start sound [people-studio-ee1 v]\n go to x: (-230) y: (100)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <key (1 v) pressed?> then\n switch costume to (スライム~ v)\n end\n if <key (3 v) pressed?> then\n switch costume to (スライム~3 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (スライム~2 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (スプライト17 v)?> then\n set [yv v] to [15]\n end\nend\n\n\n\nwait until <not <touching (犬 v)?>>\n\nwhen flag clicked\nforever\n if <touching (スプライト9 v)?> then\n start sound [people-studio-ee1 v]\n set size to (100) %\n go to x: (-230) y: (100)\n end\nend\n\nwhen flag clicked\nforever\n \n start sound [うっ v]\n set size to (30) %\n end\nend\n\n\n\nstart sound [うっ v]\nset size to (30) %\ngo to x: (-230) y: (100)\n\nif <<touching (スプライト50 v)?> and <(size) = [30]>> then\n\nbroadcast (家ター! v)\ngo to x: (83) y: (190)\n\ngo to x: (-230) y: (100)\n\nwhen flag clicked\nforever\n \n start sound [うっ v]\n go to x: (-230) y: (100)\n end\nend\n\nforever\n set volume to (100) %\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 (tileset 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\nspeak [四角]::tts\nspeak [さん兄弟]::tts\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]) = [4]> 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]) = [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4\n\nwhen I receive [メッセージ1 v]\nforever\n set size to (40) %\n if <([costume # v] of [犬 v]) = [6]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [6]> 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\nif <([costume # v] of [犬 v]) = [8]> then\n show\nelse\n hide\nend\nif <([costume # v] of [犬 v]) = [8]> then\n go to x: (120) y: (240)\n wait (0.1) seconds\n glide (1) secs to x: (120) y: (-90)\n if <<(x position) = [120]> and <(y position) = [-200]>> then\n go to x: (120) y: (240)\n end\nelse\nend\n\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (40) %\nforever\nend\n\n@スプライト8\n\nwhen I receive [メッセージ1 v]\nset size to (40) %\nforever\n if <([costume # v] of [犬 v]) = [8]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [8]> then\n go to x: (-50) y: (240)\n wait (0.1) seconds\n glide (1) secs to x: (-50) y: (-90)\n if <<(x position) = [-50]> and <(y position) = [-200]>> then\n go to x: (-50) y: (240)\n end\n else\n hide\n end\nend\n\n@スプライト5\n\nwhen I receive [メッセージ1 v]\nset size to (40) %\nforever\nend\n\nif <([costume # v] of [犬 v]) = [13]> then\n show\nelse\nend\nif <([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\nelse\n hide\nend\n\nhide\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 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]) = [15]> 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13\n\nwhen this sprite clicked\nnext costume\nwait (1) seconds\n\n@スプライト17\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\nforever\n if <<([costume # v] of [犬 v]) = [7]> or > then\n show\n else\n hide\n end\n if <touching (外国向け主人公 v)?> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@スプライト18\n\nwhen I receive [メッセージ1 v]\nforever\n set size to (40) %\n if <([costume # v] of [犬 v]) = [6]> then\n show\n else\n hide\n end\n if <([costume # v] of [犬 v]) = [6]> 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@球\n\nwhen flag clicked\nhide\n\nwhen I receive [球発射!! v]\ngo to (銃 v)\nshow\nforever\n change x by (-10)\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (-10)\n hide\n end\nend\n\n@銃\n\nwhen I receive [メッセージ1 v]\nhide\nforever\n if <([costume # v] of [犬 v]) = [9]> then\n show\n broadcast (球発射!! v)\n wait (1) seconds\n end\n if <not <([costume # v] of [犬 v]) = [9]>> then\n change [ghost v] effect by (-10)\n hide\n end\nend\n\n@球2\n\nchange x by (-10)\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [こ v]\ngo to (銃 v)\nshow\ngo to x: (-80) y: (61)\nforever\n change y by (-5)\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (-10)\n hide\n end\nend\n\n@銃2\n\nwhen I receive [メッセージ1 v]\nhide\nforever\n if <([costume # v] of [犬 v]) = [10]> then\n show\n broadcast (こ v)\n wait (1) seconds\n end\n if <not <([costume # v] of [犬 v]) = [10]>> then\n change [ghost v] effect by (-10)\n hide\n end\nend\n\n@銃3\n\nwhen I receive [メッセージ1 v]\nhide\nforever\n if <([costume # v] of [犬 v]) = [10]> then\n show\n broadcast (こ v)\n wait (1) seconds\n end\n if <not <([costume # v] of [犬 v]) = [10]>> then\n change [ghost v] effect by (-10)\n hide\n end\nend\n\n@球3\n\nwhen flag clicked\nhide\n\nwhen I receive [こ v]\ngo to (銃 v)\nshow\ngo to x: (110) y: (-40)\nforever\n change x by (-5)\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (-10)\n hide\n end\nend\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]) = [13]> 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50\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (外国向け主人公 v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nhide\n\nif <([size v] of [外国向け主人公 v]) = [100]> then\n show\nend\n\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [犬 v]) = [14]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@犬2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nforever\n repeat (5)\n turn right (1) degrees\n end\n repeat (10)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\nend\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 (tileset v)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nswitch backdrop to (背景1 v)\n\nspeak [四角]::tts\nspeak [さん兄弟]::tts\n\nif <(costume [number v]) = [21]> then\n switch backdrop to (背景1 v)\n broadcast (借り君 v)\nend\n\nif <(costume [number v]) = [27]> then\n broadcast (いうにbv v)\nend\n\n@スプライト7\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nset size to (3) %\n\npoint in direction (90)\nforever\n\n
流行入りせずに❤★マークが110個ずつついた!\n日本語は下にあるよ\n4人のコラボ作品です‼\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#games#karikunn#karikunn16#PC#スライム#game\nこの作品が流行の1ページ目に載らなかったら、マジで悲しいです。
Planet -100%PEN Platformer- 
@Stage\n\n@pen\n\ndefine 2点の角度1 (x) (y) 2 (x2) (y2) から見て\nif <<(x) < (x2)> or <(x) = (x2)>> then\n set [2点間の角度 v] to (([atan v] of (((y2) - (y)) / ((x2) - (x))) ) + (180))\nelse\n set [2点間の角度 v] to ([atan v] of (((y2) - (y)) / ((x2) - (x))) )\nend\n\nwhen flag clicked\nforever\n change [ステージx v] by (round (((自機x) + (Xv)) / (12)))\n change [自機x v] by (round ((-1) * (((自機x) + (Xv)) / (12))))\n change [ステージy v] by (round (((自機y) + (Yv)) / (12)))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (12))))\nend\n\ndefine 2点間の距離 (x) (y) 、 (x2) (y2)\nset [2点間の距離 v] to ([sqrt v] of ((((x) - (x2)) * ((x) - (x2))) + (((y) - (y2)) * ((y) - (y2)))) )\n\nwhen flag clicked\nset [チェックポイントx v] to [0]\nset [チェックポイントy v] to [0]\nリスポ\nforever\n 動く\nend\n\ndefine リスポ\nset [xv v] to [0]\nset [yv v] to [0]\nset [ステージx v] to (チェックポイントx)\nset [ステージy v] to (チェックポイントy)\nset [自機x v] to [0]\nset [自機y v] to [0]\n\ndefine xy (x) (y)\ngo to x: (((-1) * (ステージx)) + (x)) y: (((-1) * (ステージy)) + (y))\n\ndefine 星追加xy (x) (y) 半径 (半径) 色 (色) 種類 (種類) 重力 (重力)\nadd (x) to [ステージ情報 v]\nadd (y) to [ステージ情報 v]\nadd (半径) to [ステージ情報 v]\nadd (色) to [ステージ情報 v]\nadd (種類) to [ステージ情報 v]\nadd [100000] to [ステージ情報 v]\nadd (重力) to [ステージ情報 v]\n\ndefine 描画\nerase all\nset pen size to ((1) / (0))\nset pen color to (#000000)\ngo to x: (0) y: (0)\npen down\npen up\nset [jj v] to [0]\nrepeat ((length of [流れ星 v]) / (7))\n set pen color to (#ffe4e4)\n change pen (color v) by (item ((jj) + (7)) of [流れ星 v])\n set pen size to ((item ((jj) + (3)) of [流れ星 v]) * ((1) / (10)))\n set pen (transparency v) to (50)\n xy ((item ((jj) + (1)) of [流れ星 v]) + (((10) * (item ((jj) + (6)) of [流れ星 v])) * ([cos v] of ((item ((jj) + (5)) of [流れ星 v]) + (180)) ))) ((item ((jj) + (2)) of [流れ星 v]) + (((10) * (item ((jj) + (6)) of [流れ星 v])) * ([sin v] of ((item ((jj) + (5)) of [流れ星 v]) + (180)) )))\n repeat (20)\n pen down\n pen up\n change pen size by ((item ((jj) + (3)) of [流れ星 v]) * ((1) / (10)))\n change pen (saturation v) by (5)\n change pen (transparency v) by (-5)\n change x by (((item ((jj) + (6)) of [流れ星 v]) * ([cos v] of (item ((jj) + (5)) of [流れ星 v]) )) / (1.5))\n change y by (((item ((jj) + (6)) of [流れ星 v]) * ([sin v] of (item ((jj) + (5)) of [流れ星 v]) )) / (1.5))\n end\n replace item ((jj) + (1)) of [流れ星 v] with ((item ((jj) + (1)) of [流れ星 v]) + ((item ((jj) + (6)) of [流れ星 v]) * ([cos v] of (item ((jj) + (5)) of [流れ星 v]) )))\n replace item ((jj) + (2)) of [流れ星 v] with ((item ((jj) + (2)) of [流れ星 v]) + ((item ((jj) + (6)) of [流れ星 v]) * ([sin v] of (item ((jj) + (5)) of [流れ星 v]) )))\n replace item ((jj) + (4)) of [流れ星 v] with ((item ((jj) + (4)) of [流れ星 v]) + (-1))\n if <(item ((jj) + (4)) of [流れ星 v]) < [1]> then\n repeat (7)\n delete ((jj) + (1)) of [流れ星 v]\n end\n else\n change [jj v] by (7)\n end\nend\nset [i v] to [0]\nrepeat ((length of [ステージ情報 v]) / (7))\n set pen color to (#ff0000)\n change pen (color v) by (item ((i) + (4)) of [ステージ情報 v])\n set pen size to ((2) * (item ((i) + (3)) of [ステージ情報 v]))\n if <(item ((i) + (4)) of [ステージ情報 v]) = []> then\n set pen color to (#828282)\n end\n xy (item ((i) + (1)) of [ステージ情報 v]) (item ((i) + (2)) of [ステージ情報 v])\n pen down\n pen up\n repeat (10)\n if <(item ((i) + (4)) of [ステージ情報 v]) = []> then\n change pen (brightness v) by (((1) * (item ((i) + (3)) of [ステージ情報 v])) / (10))\n else\n change pen (saturation v) by (((-1) * (item ((i) + (3)) of [ステージ情報 v])) / (10))\n end\n change pen size by (((-2) * (item ((i) + (3)) of [ステージ情報 v])) / (10))\n pen down\n pen up\n end\n change [i v] by (7)\nend\nset [i v] to [0]\nrepeat ((length of [旗情報 v]) / (3))\n set pen color to (#ffbb00)\n set pen size to (10)\n xy ((item ((i) + (1)) of [旗情報 v]) + (-30)) ((item ((i) + (2)) of [旗情報 v]) + (-50))\n pen down\n xy ((item ((i) + (1)) of [旗情報 v]) + (-30)) ((item ((i) + (2)) of [旗情報 v]) + (50))\n xy ((item ((i) + (1)) of [旗情報 v]) + (30)) ((item ((i) + (2)) of [旗情報 v]) + (25))\n xy ((item ((i) + (1)) of [旗情報 v]) + (-30)) ((item ((i) + (2)) of [旗情報 v]) + (0))\n pen up\n change [i v] by (3)\nend\nset [i v] to [0]\nrepeat (12)\n 偽旗xy [25373] [1500] 距離 [200] 角度 (i)\n change [i v] by (30)\nend\nset pen size to (30)\nset pen color to (#ffffff)\ngo to x: (自機x) y: (自機y)\npen down\npen up\nchange pen (brightness v) by (-100)\nchange pen size by (-8)\npen down\npen up\nchange pen (brightness v) by (100)\nchange pen size by (-12)\nchange x by ((((Xv) / (2)) * ([cos v] of ((一番近い星との角度) - (90)) )) + (((Yv) / (6)) * ([cos v] of (一番近い星との角度) )))\nchange y by ((((Xv) / (2)) * ([sin v] of ((一番近い星との角度) - (90)) )) + (((Yv) / (6)) * ([sin v] of (一番近い星との角度) )))\npen down\npen up\n\ndefine 接触判定\ndelete all of [接触 v]\nset [ii v] to [0]\nrepeat ((length of [ステージ情報 v]) / (7))\n 2点間の距離 (item ((ii) + (1)) of [ステージ情報 v]) (item ((ii) + (2)) of [ステージ情報 v]) 、 ((ステージx) + (自機x)) ((ステージy) + (自機y))\n replace item ((ii) + (6)) of [ステージ情報 v] with ((2点間の距離) - (item ((ii) + (3)) of [ステージ情報 v]))\n if <(2点間の距離) < ((item ((ii) + (3)) of [ステージ情報 v]) + (15))> then\n add (item ((ii) + (5)) of [ステージ情報 v]) to [接触 v]\n end\n change [ii v] by (7)\nend\n\nwhen flag clicked\nhide\nforever\n 描画\nend\n\nwhen flag clicked\nforever\n 接触判定\nend\n\ndefine 動く\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<<<(x position) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.88))\n自機xかy [x] を (Xv) ずつ動かす\nif <[接触 v] contains [1]?> then\n 自機xかy [y] を [1] ずつ動かす\n if <[接触 v] contains [1]?> then\n 自機xかy [y] を [1] ずつ動かす\n if <[接触 v] contains [1]?> then\n 自機xかy [y] を [1] ずつ動かす\n if <[接触 v] contains [1]?> then\n 自機xかy [y] を [1] ずつ動かす\n if <[接触 v] contains [1]?> then\n 自機xかy [y] を [1] ずつ動かす\n 接触判定\n if <[接触 v] contains [1]?> then\n 自機xかy [y] を [-5] ずつ動かす\n 自機xかy [x] を ((-1) * (Xv)) ずつ動かす\n if <<<<[0] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <[接触 v] contains [1]?>> then\n if <[0] < (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\n自機xかy [y] を (Yv) ずつ動かす\n接触判定\nif <[接触 v] contains [1]?> then\n 自機xかy [y] を ((-1) * (Yv)) ずつ動かす\n set [yv v] to [0]\nend\nif <[接触 v] contains [2]?> then\n リスポ\nend\n自機xかy [y] を [-4] ずつ動かす\nif <<[接触 v] contains [1]?> and <<<[0] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yv v] to [15]\nend\nif <[接触 v] contains [3]?> then\n set [yv v] to [22]\nend\n自機xかy [y] を [4] ずつ動かす\n\ndefine 一番近い星とその角度\nset [iii v] to [7]\nset [雑用 v] to [0]\nrepeat (((length of [ステージ情報 v]) / (7)) - (1))\n if <((item ((iii) + (6)) of [ステージ情報 v]) * (item ((iii) + (7)) of [ステージ情報 v])) < ((item ((雑用) + (6)) of [ステージ情報 v]) * (item ((雑用) + (7)) of [ステージ情報 v]))> then\n set [雑用 v] to (iii)\n end\n change [iii v] by (7)\nend\nif <not <(一番近い星) = (雑用)>> then\n set [xv v] to [0]\n set [yv v] to [0]\nend\nset [一番近い星 v] to (雑用)\n2点の角度1 ((ステージx) + (自機x)) ((ステージy) + (自機y)) 2 (item ((一番近い星) + (1)) of [ステージ情報 v]) (item ((一番近い星) + (2)) of [ステージ情報 v]) から見て\nset [一番近い星との角度 v] to (2点間の角度)\n\nwhen flag clicked\nforever\n 一番近い星とその角度\nend\n\ndefine 自機xかy (xかy) を (何) ずつ動かす\nif <(xかy) = [x]> then\n change [自機x v] by ((何) * ([cos v] of ((一番近い星との角度) + (-90)) ))\n change [自機y v] by ((何) * ([sin v] of ((一番近い星との角度) + (-90)) ))\nend\nif <(xかy) = [y]> then\n change [自機x v] by ((何) * ([cos v] of (一番近い星との角度) ))\n change [自機y v] by ((何) * ([sin v] of (一番近い星との角度) ))\nend\n\nwhen flag clicked\nステージ生成\nforever\n 接触判定\nend\n\nwhen flag clicked\nforever\n play sound [Tobu - Infectious _NCS Release_ v] until done\nend\n\ndefine 旗追加xy (x) (y) ステージ何+10の旗? (何+10)\nadd (x) to [旗情報 v]\nadd (y) to [旗情報 v]\nadd (何+10) to [旗情報 v]\nadd ((x) + (5000)) to [チェックポイント v]\nadd (y) to [チェックポイント v]\n\ndefine 旗接触判定\ndelete all of [旗接触 v]\nset [iiii v] to [0]\nrepeat ((length of [旗情報 v]) / (3))\n if <<<((item ((iiii) + (1)) of [旗情報 v]) + (-30)) < (((ステージx) + (自機x)) + (15))> and <(((ステージx) + (自機x)) + (-15)) < ((item ((iiii) + (1)) of [旗情報 v]) + (30))>> and <<((item ((iiii) + (2)) of [旗情報 v]) + (-50)) < (((ステージy) + (自機y)) + (15))> and <(((ステージy) + (自機y)) + (-15)) < ((item ((iiii) + (2)) of [旗情報 v]) + (50))>>> then\n add (item ((iiii) + (3)) of [旗情報 v]) to [旗接触 v]\n end\n change [iiii v] by (3)\nend\n\nwhen flag clicked\nforever\n 旗接触判定\nend\n\nwhen flag clicked\nforever\n if <not <(length of [旗接触 v]) = [0]>> then\n set [チェックポイントx v] to (item ((item (1) of [旗接触 v]) - (10)) of [チェックポイント v])\n set [チェックポイントy v] to (item ((item (1) of [旗接触 v]) - (9)) of [チェックポイント v])\n リスポ\n end\nend\n\ndefine ステージ生成\ndelete all of [ステージ情報 v]\ndelete all of [旗情報 v]\ndelete all of [チェックポイント v]\ndelete all of [流れ星 v]\n星追加xy [0] [-500] 半径 [200] 色 [55] 種類 [1] 重力 [100]\n星追加xy [450] [-500] 半径 [100] 色 [44] 種類 [1] 重力 [100]\n星追加xy [800] [-200] 半径 [200] 色 [88] 種類 [1] 重力 [110]\n旗追加xy [832] [52] ステージ何+10の旗? [11]\n星追加xy [5832] [-500] 半径 [300] 色 [17] 種類 [1] 重力 [100]\n星追加xy [6450] [-500] 半径 [100] 色 [44] 種類 [3] 重力 [50]\n星追加xy [6800] [-200] 半径 [50] 色 [88] 種類 [1] 重力 [110]\n旗追加xy [6832] [-100] ステージ何+10の旗? [13]\n星追加xy [11832] [500] 半径 [80] 色 [75] 種類 [1] 重力 [110]\n星追加xy [12100] [500] 半径 [50] 色 [0] 種類 [2] 重力 [110]\n星追加xy [11600] [700] 半径 [50] 色 [33] 種類 [1] 重力 [110]\n星追加xy [11600] [950] 半径 [100] 色 [67] 種類 [1] 重力 [100]\n星追加xy [12000] [1400] 半径 [300] 色 [7] 種類 [1] 重力 [50]\n旗追加xy [12032] [1752] ステージ何+10の旗? [15]\n星追加xy [18000] [1752] 半径 [300] 色 [0] 種類 [1] 重力 [100]\n星追加xy [18000] [1250] 半径 [30] 色 [49] 種類 [1] 重力 [100]\n星追加xy [18200] [980] 半径 [80] 色 [15] 種類 [1] 重力 [100]\n星追加xy [18500] [820] 半径 [100] 色 [60] 種類 [1] 重力 [100]\n星追加xy [18800] [820] 半径 [50] 色 [] 種類 [1] 重力 [100]\n星追加xy [19100] [970] 半径 [90] 色 [2] 種類 [1] 重力 [100]\n星追加xy [19450] [1150] 半径 [150] 色 [8] 種類 [1] 重力 [100]\n星追加xy [19800] [1500] 半径 [140] 色 [16] 種類 [1] 重力 [100]\n星追加xy [20100] [1850] 半径 [100] 色 [60] 種類 [1] 重力 [100]\n星追加xy [20350] [2100] 半径 [100] 色 [65] 種類 [1] 重力 [100]\n旗追加xy [20373] [2250] ステージ何+10の旗? [17]\n星追加xy [25373] [1500] 半径 [150] 色 [] 種類 [1] 重力 [100]\n\ndefine 偽旗xy (x) (y) 距離 (距離) 角度 (角度)\nset pen color to (#ffbb00)\nset pen size to (10)\nxy ((x) + (((距離) + (-50)) * ([cos v] of ((角度) + (0)) ))) ((y) + (((距離) + (-50)) * ([sin v] of ((角度) + (0)) )))\npen down\nxy ((x) + (((距離) + (50)) * ([cos v] of ((角度) + (0)) ))) ((y) + (((距離) + (50)) * ([sin v] of ((角度) + (0)) )))\nxy ((x) + (((距離) + (25)) * ([cos v] of ((角度) + (-15)) ))) ((y) + (((距離) + (25)) * ([sin v] of ((角度) + (-15)) )))\nxy ((x) + (((距離) + (0)) * ([cos v] of ((角度) + (0)) ))) ((y) + (((距離) + (0)) * ([sin v] of ((角度) + (0)) )))\npen up\n\ndefine 流れ星追加xy (x) (y) 大きさ (大きさ) 何回描画 (何回) 角度 (角度) 速さ (速さ) 色 (色)\nadd (x) to [流れ星 v]\nadd (y) to [流れ星 v]\nadd (大きさ) to [流れ星 v]\nadd (何回) to [流れ星 v]\nadd (角度) to [流れ星 v]\nadd (速さ) to [流れ星 v]\nadd (色) to [流れ星 v]\n\nwhen flag clicked\nforever\n 流れ星追加xy (((ステージx) + (自機x)) + (pick random (-300) to (300))) (((ステージy) + (自機y)) + (pick random (-225) to (225))) 大きさ (pick random (3.1) to (6.9)) 何回描画 (pick random (80) to (120)) 角度 (pick random (1) to (360)) 速さ (pick random (5.1) to (11.9)) 色 (pick random (0) to (199.9))\n wait (pick random (0.05) to (0.15)) seconds\nend\n\n@ thumbnail\n\nwhen flag clicked\nhide\n\n
WASDkey ,arrow key\nWASDキーか矢印キー\n\n旗しかない星についたらゴールです
Transparency platformer!!
@Stage\n\nwhen I receive [メッセージ1 v]\nswitch backdrop to (背景1 v)\nforever\n play sound [ Masked Heroes v] until done\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<([costume name v] of [ステージ v]) = [1]> or <<([costume name v] of [ステージ v]) = [2]> or <<([costume name v] of [ステージ v]) = [3]> or <<([costume name v] of [ステージ v]) = [4]> or <<([costume name v] of [ステージ v]) = [5]> or <<([costume name v] of [ステージ v]) = [6]> or <<([costume name v] of [ステージ v]) = [7]> or <<([costume name v] of [ステージ v]) = [8]> or <<([costume name v] of [ステージ v]) = [9]> or <<([costume name v] of [ステージ v]) = [10]> or <<([costume name v] of [ステージ 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 [ステージ v]) = [13]> or <<([costume name v] of [ステージ v]) = [14]> or <<([costume name v] of [ステージ v]) = [15]> or <<([costume name v] of [ステージ v]) = [16]> or <<([costume name v] of [ステージ v]) = [17]> or <<([costume name v] of [ステージ 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 [ステージ v]) = [20]> or <<([costume name v] of [ステージ v]) = [21]> or <<([costume name v] of [ステージ v]) = [22]> or <<([costume name v] of [ステージ v]) = [23]> or <<([costume name v] of [ステージ v]) = [24]> or <<([costume name v] of [ステージ v]) = [25]> or <<([costume name v] of [ステージ v]) = [26]> or <<([costume name v] of [ステージ v]) = [27]> or >>>>>>>> then\n switch backdrop to (背景9 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nwait (7) seconds\nswitch backdrop to (背景4 v)\nwait (1) seconds\nswitch backdrop to (背景5 v)\n\nwait (0.2) seconds\n\nwhen flag clicked\n\nwhen I receive [あかyさ v]\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nstart sound [Fetty Wap - Trap Queen \(Crankdat Remix\)3 v]\n\nwhen flag clicked\n\nwhen I receive [始まるよ~ v]\nswitch backdrop to (背景2 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 (マグマ上下 v)?> then\n change [xv v] by (3)\nend\nif <touching (マグマ上がる v)?> then\n change [xv v] by (3)\nend\nif <touching (スプライト0191 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 (マグマ2 v)?> or <touching (回転針簡単 v)?>> or <<touching (まぐま v)?> or <(y position) < [-170]>>>>> then\n start sound [strike1 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\nwhen flag clicked\nforever\n if <<touching (マグマ上がる v)?> or <<touching (まぐま2 v)?> or <<<touching (マグマ上下 v)?> or <touching (まぐま v)?>> or <<touching (マグマ上がる2 v)?> or <(y position) < [-170]>>>>> then\n go to x: (-230) y: (100)\n start sound [strike1 v]\n end\nend\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 (50) %\ngo to x: (-230) y: (50)\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 (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 (1)\n if <touching (ステージ v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [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 (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n start sound [jump-cute1 v]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ステージ v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if 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]\nset [時間 v] to [0]\nshow variable [時間 v]\nforever\n repeat until <([costume name v] of [ステージ v]) = [18]>\n change [時間 v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (マグマ上がる v)?> or <touching (スプライト0191 v)?>> then\n go to x: (-230) y: (100)\n start sound [strike1 v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (スプライト11 v)?> or <<touching (回転針難しい v)?> or <touching (スプライト16 v)?>>> then\n go to x: (-230) y: (-60)\n start sound [strike1 v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ジャンプ v)?> or <touching (ジャンプ2個 v)?>> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (マグマ v)?> then\n go to x: (-230) y: (-83)\n start sound [strike1 v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [透明の時間1 v] to [0]\nforever\n if <<touching (脱獄禁止 v)?> and <not <key (space v) pressed?>>> then\n start sound [strike1 v]\n go to x: (-230) y: (50)\n end\n if <key (space v) pressed?> then\n change [透明の時間1 v] by (1)\n wait (1) seconds\n end\n if <[3] < (透明の時間1)> then\n start sound [strike1 v]\n go to x: (-230) y: (50)\n end\n if <not <key (space v) pressed?>> then\n set [透明の時間1 v] to [0]\n end\nend\n\nstart sound [water-drop1 v]\n\nwhen I receive [透明‼ v]\nforever\n if <[3] < (透明の時間1)> then\n start sound [strike1 v]\n go to x: (-230) y: (50)\n end\nend\n\nset [透明の時間1 v] to [0]\n\n\n start sound [strike1 v]\n go to x: (-230) y: (50)\nend\n\n\n\n\nset [透明の時間1 v] to [0]\n\n\n\nwhen I receive [透明‼ v]\nswitch costume to (2 v)\n\nforever\n\nchange [透明の時間1 v] by (1)\nwait (1) seconds\n\n@ステージ\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@まぐま\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nhide\n\nhide\n\n@マグマ2\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@回転針簡単\n\nwhen I receive [メッセージ1 v]\nforever\n turn right (15) degrees\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [7]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@ジャンプ\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [11]> then\n show\n else\n hide\n end\n if <touching (外国向け主人公 v)?> then\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n switch costume to (コスチューム3 v)\n wait (0.1) seconds\n switch costume to (コスチューム4 v)\n wait (0.1) seconds\n switch costume to (コスチューム5 v)\n wait (0.1) seconds\n switch costume to (コスチューム6 v)\n wait (0.1) seconds\n switch costume to (コスチューム7 v)\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n end\nend\n\nnext costume\n\n@ジャンプ2個\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [12]> then\n show\n else\n hide\n end\nend\n\n@マグマ上下\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [12]> then\n show\n else\n hide\n end\nend\n\n@マグマ\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [13]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@まぐま2\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (外国向け主人公 v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [15]> 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11\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [24]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@マグマ上がる\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [16]> then\n show\n else\n hide\n end\n if <([costume # v] of [ステージ v]) = [16]> then\n go to x: (0) y: (-90)\n wait (0.1) seconds\n glide (2) secs to x: (0) y: (0)\n if <<(x position) = [0]> and <(y position) = [-90]>> then\n go to x: (0) y: (-90)\n end\n end\nend\n\nhide\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 [ステージ v]) = [28]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\n@光\n\nwhen I receive [メッセージ1 v]\n\nshow\n\ngo to [front v] layer\nforever\nend\n\ngo to (外国向け主人公 v)\n\nwhen flag clicked\nhide\n\n@回転針難しい\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [8]> then\n show\n else\n hide\n end\nend\n\nhide\n\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n turn left (5) degrees\nend\n\n@マグマ上がる2\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [17]> then\n show\n else\n hide\n end\n if <([costume # v] of [ステージ v]) = [17]> then\n go to x: (0) y: (-90)\n wait (0.1) seconds\n glide (2) secs to x: (0) y: (0)\n if <<(x position) = [0]> and <(y position) = [-90]>> then\n go to x: (0) y: (-90)\n end\n end\nend\n\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (-270) y: (330)\nshow\nglide (0.5) secs to x: (390) y: (-270)\nhide\n\n@スプライト14\n\nwhen flag clicked\nhide\nset size to (0) %\nwait (1) seconds\nrepeat until <(size) = [150]>\n show\n change size by (3)\nend\nhide\n\n@スプライト17\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (3) seconds\nrepeat until <(size) = [0]>\n show\n change size by (-5)\nend\n\nwhen flag clicked\nwait (4) seconds\nset [ghost v] effect to (100)\n\n@スプライト18\n\nwhen flag clicked\nhide\ngo to x: (700) y: (76)\nwait (5) seconds\nshow\nglide (1.5) secs to x: (-500) y: (76)\nhide\n\n@スプライト19\n\nwhen flag clicked\nhide\nwait (4.5) seconds\nshow\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\nhide\n\n@スプライト20\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (377) y: (-270)\nshow\nglide (1) secs to x: (3) y: (-7)\nwait (1) seconds\nhide\n\n@スプライト21\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (-189) y: (-239)\nshow\nglide (1) secs to x: (5) y: (-10)\nwait (1) seconds\nhide\n\n@スプライト22\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (250) y: (120)\nshow\nglide (1) secs to x: (1) y: (-5)\nwait (1) seconds\nhide\n\n@スプライト23\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (-300) y: (-45)\nshow\nglide (1) secs to x: (4) y: (-5)\nwait (1) seconds\nhide\n\n@スプライト24\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (377) y: (-270)\nshow\nglide (1) secs to x: (0) y: (-5)\nwait (1) seconds\nhide\n\n@スプライト25\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (377) y: (-270)\nshow\nglide (1) secs to x: (23) y: (12)\nwait (1) seconds\nhide\n\n@スプライト26\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (220) y: (87)\nshow\nglide (1) secs to x: (65) y: (-9)\nwait (1) seconds\nhide\n\n@スプライト27\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (-189) y: (300)\nshow\nglide (1) secs to x: (-16) y: (-8)\nwait (1) seconds\nhide\n\n@スプライト28\n\nwhen flag clicked\nhide\nwait (8) seconds\npoint in direction (90)\nshow\nrepeat (5)\n repeat (5)\n turn right (4) degrees\n end\n repeat (10)\n turn right (-4) degrees\n end\n repeat (5)\n turn right (4) degrees\n end\nend\n\nwhen flag clicked\nwait (11) seconds\nhide\n\n@スプライト29\n\nwhen flag clicked\nwait (11) seconds\nhide\n\nwhen flag clicked\ngo to x: (71) y: (51)\nhide\nwait (8) seconds\npoint in direction (90)\nshow\nrepeat (5)\n repeat (5)\n turn right (4) degrees\n end\n repeat (10)\n turn right (-4) degrees\n end\n repeat (5)\n turn right (4) degrees\n end\nend\n\n@スプライト30\n\nwhen flag clicked\nwait (11) seconds\nhide\n\nwhen flag clicked\nhide\nwait (8) seconds\ngo to x: (6) y: (46)\npoint in direction (90)\nshow\nrepeat (5)\n repeat (5)\n turn right (4) degrees\n end\n repeat (10)\n turn right (-4) degrees\n end\n repeat (5)\n turn right (4) degrees\n end\nend\n\n@スプライト31\n\nwhen flag clicked\nwait (11) seconds\nhide\n\nwhen flag clicked\nhide\nwait (8) seconds\npoint in direction (90)\ngo to x: (-48) y: (41)\nshow\nrepeat (5)\n repeat (5)\n turn right (3) degrees\n end\n repeat (10)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\nend\n\n@スプライト32\n\nwhen flag clicked\nwait (11) seconds\nhide\n\nwhen flag clicked\nhide\nwait (8) seconds\ngo to x: (-155) y: (-92)\npoint in direction (90)\nshow\nrepeat (5)\n repeat (5)\n turn right (4) degrees\n end\n repeat (10)\n turn right (-4) degrees\n end\n repeat (5)\n turn right (4) degrees\n end\nend\n\n@op\n\nwhen flag clicked\nhide\nwait (10) seconds\ngo to x: (1700) y: (100)\ngo to [front v] layer\nshow\nglide (1.5) secs to x: (-1700) y: (100)\nglide (1.5) secs to x: (1700) y: (100)\nhide\nwait (2) seconds\nbroadcast (メッセージ1 v)\n\n@脱獄禁止\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\npoint in direction (90)\nforever\n repeat (100)\n turn right (0.5) degrees\n end\n repeat (200)\n turn right (-0.5) degrees\n end\n repeat (100)\n turn right (0.5) degrees\n end\nend\n\nturn right (15) degrees\n\nforever\n\nrepeat (5)\n turn right (1) degrees\nend\n\nglide (pick random (2) to (5)) secs to x: (148) y: (14)\n\nturn right (-1) degrees\nrepeat (5)\n turn right (1) degrees\nend\n\nrepeat (100)\n turn right (-1) degrees\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [ステージ v]) = [18]> then\n hide\n else\n show\n end\nend\n\n\nglide (pick random (2) to (5)) secs to x: (-300) y: (25)\n\n
皆この作品のやり方わかってるのかな…?一応言っとくけど、スペースキーで透明になれて光を貫通出来て、透明になる時間は1回に付き5秒だよそれ以上超えると死ぬからね。\n下まで見ないとクリアできませんよ\n低クオリティです\n@x00000さんとのコラボです‼↓\nhttps://scratch.mit.edu/projects/410524715/\n≪English≫\nUse A,D keys or ←,→ keys to move\nUse W key or ↑key to jump\nIf you press the space key,it's transparent!\nIf you have a bag,please tell me in the comments section.\nIn the comments section of the idea.\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、いつもとは違ってスペースキーで透明になれます。\n❤★マークお願いします!\n結構頑張りました。\nスペースキーを使えるのは5秒間だけです‼\n不快なコメントは削除させていただきます\n#games#karikunn#x00000
Earth (A Mobile Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro finished v]\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [intro finished v]\nforever\n if <(Level) = [6]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (backdrop5 v)\n end\nend\n\nwhen I receive [next level / transition v]\n\nwhen I receive [reset player v]\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nset [ghost v] effect to (100)\nbroadcast (start finished v)\n\nchange size by (10)\n\ngo to [back v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [start finished v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\nset volume to (100) %\nhide\nforever\n switch costume to (costume11 v)\nend\n\nwait (.15) seconds\n\nnext costume\n\nwait (.15) seconds\n\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\nnext costume\nwait (.2) seconds\n\nwhen I receive [menue v]\nhide\n\nwhen I receive [start finished v]\nstart sound [dad da that da2 v]\n\nwhen I receive [menue v]\nstop all sounds\n\n@Name\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [tonyshark_ts]> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n hide\n set size to (10) %\n repeat (25)\n turn right (1) degrees\n switch costume to (black2 v)\n go to [front v] layer\n show\n change size by (300)\n switch costume to (black v)\n end\n broadcast (Menue v)\nend\n\nwhen I receive [menue v]\nif then\n delete this clone\nend\nhide\nset volume to (0) %\n\nwhen I receive [menue v]\nstop [other scripts in sprite v]\n\nwhen I receive [start finished v]\nshow\ngo to [front v] layer\nreset timer\nhide\nset volume to (100) %\nswitch costume to (tonyshark_ts v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (500) %\nset [intro: ghost v] to [100]\nset [ghost v] effect to (intro: ghost)\nshow\nwait (0.25) seconds\nrepeat (35)\n change size by (((100) - (size)) / (5))\n change [intro: ghost v] by (((0) - (intro: ghost)) / (5))\n set [ghost v] effect to (intro: ghost)\nend\nset size to (200) %\nrepeat (10)\n change size by (((250) - (size)) / (5))\nend\nrepeat (30)\n change size by (((150) - (size)) / (5))\nend\nset size to (150) %\nrepeat (10)\n change y by (-27)\n create clone of (_myself_ v)\n turn right (18) degrees\nend\nset y to ((0) - (y position))\nrepeat (10)\n change y by (-25)\n create clone of (_myself_ v)\n turn right (18) degrees\nend\nwait (0.25) seconds\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nswitch costume to (tonyshark_ts v)\nrepeat (20)\n change volume by (-5)\nend\nbroadcast (Menue v)\n\n@MenueSprite3-?\n\nwhen I receive [menue v]\ngo to x: (0) y: (0)\nshow\nPlay Button Appear\nSkins Button\n\ndefine Play Button Appear\nbroadcast (Play Button Appear v)\n\ndefine Skins Button\nbroadcast (Skins Button v)\n\nwhen flag clicked\nset [hiding v] to [YEs]\nhide\n\nbroadcast (intro finished v)\n\nwhen I receive [intro finished v]\nset [hiding v] to [Yep]\nhide\n\n@FIXED Play Button\n\nwhen flag clicked\nhide\n\nwhen I receive [play button appear v]\nshow\ngo to x: (1) y: (15)\npoint in direction (90)\nrepeat until <mouse down?>\n turn right (1) degrees\n if <touching (mouse-pointer v)?> then\n switch costume to (mouse pointer v)\n else\n switch costume to (no mouse pointer v)\n end\nend\nbroadcast (intro finished v)\n\nwhen I receive [intro finished v]\nhide\n\nbroadcast (Play Button Appear v)\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (25) %\nset [brightness v] effect to (0)\nrepeat (30)\n change [ghost v] effect by (3.3)\nend\ndelete this clone\n\ndefine Fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (25) %\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-2)\nend\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [setup 4 player v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [reset player v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nforever\n if <touching (sprite7 v)?> then\n wait (0.5) seconds\n start sound [Glass Breaking v]\n play sound [Glass Breaking v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n glide (0.2) secs to (player v)\nend\n\nwhen I receive [intro finished v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro finished v]\nshow\nset [level v] to [1]\nshow\ngo to x: (-200) y: (0)\nswitch costume to (right v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set drag mode [not draggable v]\n change [y v] by (-1)\n if <touching (bouncy v)?> then\n set [movement y v] to [17]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-.8)\n end\n set [x v] to ((x) * (0.946))\n change x by (x)\n if <touching (levels v)?> then\n Fast\n if <touching (levels v)?> then\n change y by (-6)\n X Collision\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n Y Collision\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [235]> then\n broadcast (Next Level / Transition v)\n go to x: (-200) y: (0)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<<touching (lava v)?> or <touching (spikes v)?>> or <touching (lava2 v)?>> then\n broadcast (fade trail fade! v)\n set [brightness v] effect to (0)\n change [brightness v] effect by (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n broadcast (Reset Player v)\n end\n if <touching (tramp v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [fade trail fade! v]\nchange [fade v] by (1)\n\nwhen flag clicked\nset [fade v] to [0]\n\nwhen I start as a clone\nforever\n if <(fade) > [1]> then\n set [fade v] to [0]\n set [brightness v] effect to (0)\n change [brightness v] effect by (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [next level / transition v]\ngo to x: (-200) y: (20)\n\nbroadcast (intro finished v)\n\nwhen I receive [dooonne v]\nshow\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [next level / transition v]\nhide\n\nwhen I receive [reset player v]\nhide\n\n@levels\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (-11)\n go to [back v] layer\n set [level v] to (Level)\nend\n\n@Transition Screen2\n\nwhen flag clicked\nHide\n\nwhen I receive [intro finished v]\nHide\n\nwhen I receive [next level / transition v]\nswitch costume to (transition screen nl v)\nSet Up Transition\n\nwhen I receive [menue v]\nHide\n\nwhen I receive [reset player v]\nswitch costume to (transition screen ta v)\nSet Up Transition\n\ndefine Hide\nhide\nset drag mode [not draggable v]\nhide\ngo to x: (467) y: (0)\ngo to [front v] layer\n\ndefine Set Up Transition\nshow\ngo to x: (467) y: (0)\nset [transition x v] to [0]\nrepeat (20)\n change [transition x v] by (-5)\n change x by (Transition X)\nend\nrepeat until <(x position) = [-464]>\n change x by (((0) - (x position)) / (3))\nend\nbroadcast (dooonne v)\nhide\nHide\n\n@Music :D\n\nwhen I receive [intro finished v]\nshow\nswitch costume to (on v)\nset volume to (100) %\nforever\n go to [front v] layer\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [On]> then\n set volume to (100) %\nend\nif <(costume [name v]) = [Off]> then\n set volume to (0) %\nend\n\nwhen [m v] key pressed\nnext costume\nif <(costume [name v]) = [On]> then\n set volume to (100) %\nend\nif <(costume [name v]) = [Off]> then\n set volume to (0) %\nend\n\nwhen I receive [stop ze music v]\n\nset volume to (0) %\n\nwhen I receive [dooonne v]\nshow\n\nwhen I receive [reset player v]\nhide\n\nwhen I receive [next level / transition v]\nhide\n\n@Trees\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@sign\n\nsay [To move use W,A,D] for (0.7) seconds\nsay [or the arrow keys] for (0.7) seconds\n\nsay [Well done] for (0.7) seconds\nsay [You Win] for (0.7) seconds\n\nwhen flag clicked\nhide\n\ngo to [back v] layer\n\nwhen I receive [intro finished v]\ngo to x: (36) y: (43)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n if <(Level) = [10]> then\n go to x: (-115) y: (-93)\n if <touching (player v)?> then\n say [You Win] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [9]> then\n go to x: (-162) y: (-89)\n if <touching (player v)?> then\n say [Lava and Spikes and Lava] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [8]> then\n go to x: (-140) y: (-91)\n if <touching (player v)?> then\n say [Double Lava] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [7]> then\n go to x: (17) y: (-91)\n if <touching (player v)?> then\n say [Aah Spikes] for (.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [6]> then\n go to x: (17) y: (-92)\n if <touching (player v)?> then\n say [Hmmm Empty] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [5]> then\n go to x: (26) y: (-91)\n if <touching (player v)?> then\n say [Into The Cave] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [4]> then\n if <touching (player v)?> then\n say [lava and spikes!] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [1]> then\n go to x: (-114) y: (-91)\n if <touching (player v)?> then\n say [To move use W,A,D] for (0.7) seconds\n say [or the arrow keys] for (0.7) seconds\n say [or the mobile controls] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [2]> then\n if <touching (player v)?> then\n say [Avoid Lava] for (0.7) seconds\n wait (0.5) seconds\n end\n end\n if <(Level) = [3]> then\n go to x: (-97) y: (-91)\n if <touching (player v)?> then\n say [And Spikes] for (0.7) seconds\n wait (0.5) seconds\n end\n end\nend\n\ngo [forward v] (1) layers\n\n@lava\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [1]> or <(Level) = [7]>> then\n hide\n end\n if <(Level) = [2]> then\n go to x: (74) y: (-162)\n show\n end\n if <(Level) = [3]> then\n hide\n go to x: (-140) y: (2)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [4]> then\n go to x: (34) y: (-161)\n show\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [8]> then\n show\n go to x: (-56) y: (-160)\n end\n if <(Level) = [9]> then\n show\n go to x: (-93) y: (-160)\n end\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.4) seconds\n switch costume to (costume2 v)\n wait (0.4) seconds\n next costume\n wait (.4) seconds\n next costume\n wait (.4) seconds\n next costume\n wait (.4) seconds\n next costume\n wait (.4) seconds\nend\n\nwhen I start as a clone\n\nwhen I receive [intro finished v]\nhide\n\n@lava2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [8]> then\n show\n go to x: (148) y: (-160)\n end\n if <(Level) = [9]> then\n show\n go to x: (148) y: (-160)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\ngo to x: (56) y: (-10)\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen [s v] key pressed\nif <(Level) < [10]> then\n broadcast (Next Level / Transition v)\n change [level v] by (1)\nend\n\n@spikes\n\nwhen flag clicked\nset size to (100) %\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [9]> then\n show\n go to x: (74) y: (-113)\n switch costume to (costume4 v)\n end\n if <(Level) = [3]> then\n go to x: (91) y: (-115)\n show\n switch costume to (costume1 v)\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [4]> then\n switch costume to (costume1 v)\n go to x: (184) y: (-114)\n show\n end\n if <(Level) = [7]> then\n show\n switch costume to (costume2 v)\n set size to (80) %\n end\n if <(Level) = [8]> then\n hide\n set size to (100) %\n end\nend\n\ngo to x: (193) y: (48)\n\ngo to x: (174) y: (20)\n\ngo to x: (194) y: (35)\nshow\n\nwhen flag clicked\nforever\n if <<<<(Level) = [1]> or <(Level) = [5]>> or <(Level) = [0]>> or <(Level) = [6]>> then\n hide\n end\nend\n\ngo to x: (149) y: (29)\n\ngo to x: (193) y: (49)\n\ngo to x: (193) y: (49)\n\ngo to x: (190) y: (-89)\n\n@Sprite2\n\n
--------------Earth a mobile platformer----------------------\n\n\nSPAM THAT GREEN FLAG!!!\nPlease don't say this was original or bad I worked Hard on this :D\n\nHow to move:\nMobile Controls\nW,A,S,D\nArrow keys\n\n\n\nYou can't climb signs!\nReload until you see a full sign\nIf somthing isn't working tell me please :)\n\nPrevious Updates:\n\nFixed Glitches\n\nFix to a LOT of glitches :)\n\nUpdate:\n\nAdded Transition Screen Beetween Deaths And Levels\n\nNext Update:\n\nSmall Updae I Shall add a sign to prompt you to like , fave and anothe to make you follow me :D ;D\n\nFuture Updates:\n\nAdd More Levels\nSkins\nMusic Options\n\n#Games\n#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all#all\n#earth\n#wbcoding18\n#platformers\n#game\n#all\n#all
Tornado ll A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [idk song v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\n@blank\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<(y position) = [-184]> or <touching (danger v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide variable [your time was : v]\nforever\n if <(costume [number v]) = [11]> then\n show variable [your time was : v]\n end\nend\n\nwhen flag clicked\nset [your time was : v] to [0]\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [your time was : v] by (1)\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@music icon\n\nwhen flag clicked\nswitch costume to (volume icon full v)\nset [volume v] to [100]\ngo to x: (-208) y: (157)\nforever\n if <(costume [number v]) = [1]> then\n set [volume v] to [100]\n end\n if <(costume [number v]) = [2]> then\n set [volume v] to [60]\n end\n if <(costume [number v]) = [3]> then\n set [volume v] to [27]\n end\n if <(costume [number v]) = [4]> then\n set [volume v] to [0]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\n
=========================================\nArrow keys - WASD - Tap/drag\n=========================================\nBackstory -\nYou were on a trip, when a tornado hit your hometown, and you're scared about your family. Make your way through the obsticle that the tornado left behind, and find your family
Tombstone: A Platformer: #games #all ( Gobrien2026 )
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [levelup v]\nrepeat (1)\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop16 v)\n\n@Ground\n\nwhen I receive [end v]\nhide\n\ngo to x: (36) y: (28)\n\nwhen I receive [levelup v]\nchange [level v] by (1)\n\nwhen flag clicked\nwait (.01) seconds\nswitch backdrop to (backdrop14 v)\ngo to [front v] layer\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\nswitch backdrop to (backdrop1 v)\n\n@Player\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 flag clicked\nforever\n if <(Coins Collected) > (☁Coins Highscore)> then\n set [☁coins highscore v] to (Coins Collected)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n show variable [coins collected v]\n show variable [☁coins highscore v]\n else\n hide variable [coins collected v]\n hide variable [☁coins highscore v]\n end\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <<touching (spikes v)?> or <touching (moving enemies v)?>>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [22]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (endgame v)?> then\n broadcast (levelup v)\n wait (1) seconds\n end\nend\n\nwhen I receive [levelup v]\ngo to x: (-200) y: (-95)\n\nwhen I receive [play v]\nforever\n if <touching (bouncers v)?> then\n change [y v] by (35)\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (p v) pressed?> then\n repeat (1)\n broadcast (levelup v)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Coins Collected) > [10]> then\n change [color v] effect by (1)\n end\nend\n\nwhen flag clicked\nset [coins collected v] to [0]\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n show variable [coins collected v]\n else\n hide variable [coins collected v]\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n create clone of (_myself_ v)\n end\n if <key (up arrow v) pressed?> then\n create clone of (_myself_ v)\n end\n if <key (right arrow v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [play v]\nif <(Level) = [18]> then\n play sound [recording1 v] until done\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n@Endgame\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Bouncers\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@wind\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nchange [count v] by (1)\nhide\ngo to x: (-230) y: (pick random (175) to (-175))\ngo [backward v] (2) layers\ngo to [front v] layer\nset [ghost v] effect to (50)\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(x position) > [245]>\n move (((count) * (10)) + (10)) steps\n turn right (pick random (-5) to (5)) degrees\nend\nchange [count v] by (-1)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [count v] to [0]\nforever\n if <(count) < [10]> then\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\nend\n\nwhen I receive [play v]\nforever\n change [x v] by (.35)\nend\n\n@Moving Platforms\n\nwhen flag clicked\nrepeat (1)\n hide\nend\nforever\n glide (3) secs to x: (-63) y: (28)\n wait (1) seconds\n glide (3) secs to x: (215) y: (28)\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\n@Moving Enemies\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [play v]\nhide\nforever\n glide (2.5) secs to x: (-212) y: (-102)\n wait (.75) seconds\n glide (2.5) secs to x: (30) y: (-102)\nend\n\nwhen I receive [play v]\ngo to x: (4) y: (-102)\nforever\n if <(costume [name v]) = [yeet1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nif <(costume [name v]) = [yeet1]> then\n go to x: (4) y: (-102)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [levelup v]\nnext costume\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [coins collected v] by (1)\n hide\n else\n end\nend\n\n@Thumbnail2\n\nwhen flag clicked\nset size to (100) %\nshow\nwait (1) seconds\nhide\nrepeat (10)\n change [ghost v] effect by (12)\nend\n\n@PFP\n\nwhen flag clicked\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (gobrien26 v)\nforever\n point in direction ((([cos v] of ((Tilt) * (1.5)) ) * (30)) + (90))\n change [tilt v] by (15)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch backdrop to (backdrop17 v)\nwait (.0001) seconds\nplay sound [recording1 v] until done\nwait (.0001) seconds\nplay sound [Baszler Music v] until done\nwait (.0001) seconds\nplay sound [recording2 v] until done\nwait (.0001) seconds\nplay sound [Baszler Music v] until done\nwait (.0001) seconds\nplay sound [recording4 v] until done\nwait (.0001) seconds\nplay sound [Baszler Music v] until done\nbroadcast (play v)\nhide\nswitch costume to (gobrien26 v)\nset [x vel v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>> then\n repeat until <(x position) > [230]>\n change [x vel v] by (1)\n change x by (X Vel)\n end\n hide\n go to x: (-240) y: (0)\n next costume\n repeat until <(x position) > [-19.3]>\n change [x vel v] by (1)\n change x by (X Vel)\n end\n set [x vel v] to [0]\n go to x: (0) y: (0)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n repeat until <(x position) < [-230]>\n change [x vel v] by (-1)\n change x by (X Vel)\n end\n hide\n go to x: (240) y: (0)\n switch costume to ((costume [number v]) - (1))\n repeat until <(x position) < [19.3]>\n change [x vel v] by (-1)\n change x by (X Vel)\n end\n set [x vel v] to [0]\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Blm\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (gobrien26 v)\nforever\n point in direction ((([cos v] of ((Tilt2) * (1.5)) ) * (30)) + (90))\n change [tilt2 v] by (3)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch costume to (gobrien26 v)\nset [xvel2 v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>> then\n repeat until <(x position) > [230]>\n change [xvel2 v] by (1)\n change x by (XVel2)\n end\n hide\n go to x: (-240) y: (0)\n next costume\n repeat until <(x position) > [-19.3]>\n change [xvel2 v] by (1)\n change x by (X Vel)\n end\n set [xvel2 v] to [0]\n go to x: (0) y: (0)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n repeat until <(x position) < [-230]>\n change [xvel2 v] by (-1)\n change x by (XVel2)\n end\n hide\n go to x: (240) y: (0)\n switch costume to ((costume [number v]) - (1))\n repeat until <(x position) < [19.3]>\n change [xvel2 v] by (-1)\n change x by (X Vel)\n end\n set [xvel2 v] to [0]\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\n
404th On games! ( Nose laugh )\nUpdate still not completely done\nSorry about that reshare i accidentally pressed a button trying to reload my page *facepalms*, My god i am clumsy i did it again.\nNumber 12 on Games!\nWOW, thank you all for the support!\nSequel 2ombstone coming out soon\n\n\n\n\n\n\nMake sure to like and/or fav\nArrows, Wasd or Tapping to control player\nP to skip\nDown arrow to show how many coins you have, if you get 11 than you become rainbow skin.\nSpace to see highscore.\nHave fun\n100% Possible ( Tried it myself, beat all levels )\n\nAround 4 hours to make.\nThis is my most viewed project its been out for 2 days Wow
~Floating Islands~ A Scrolling Platformer #games
@Stage\n\nwhen flag clicked\nforever\n if <<(username) = [TropicalCoder13]> and <key (m v) pressed?>> then\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + ())))\n show variable [mouse v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Player\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\nwhen I receive [start it up yall v]\nwait (0.1) seconds\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (right v)\nhide\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nwait (4) seconds\nshow\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n show\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v)\n end\n if <(Exit) = [win]> then\n Game - Win\n else\n Game- Death :(\n end\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (Start it up yall v)\n\ndefine Tick\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <[] = [1]>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n switch costume to (left v)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <[] = [1]>>> then\n change [sx v] by (2)\n switch costume to (right v)\nend\nset [sx v] to ((Sx) * (0.8))\nif <([abs v] of (Sx) ) > [0.9]> then\n Change Player x by (round (Sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Up and away) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(Sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (Sy)\nTest - Die\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Up and away) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <<touching (dangers v)?> and <touching color (#ff0000)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\nwhen I receive [start it up yall v]\nwait (0.1) seconds\nset [ghost v] effect to (0)\nset size to (100) %\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [800] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] 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: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (win 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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\n\n@Dangers\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [800] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] 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: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (win 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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [400] y: [0]\nClone at x: [400] 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]\nswitch costume to (closed v)\nhide\nset [coins collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1450] y: [58]\nelse\n Clone at x: [1390] y: [66]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [1327] y: [71]\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 flag clicked\nforever\n if <(Coins Collected) = [4]> then\n switch costume to (open 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 start sound [Coin v]\n change [coins collected v] by (1)\n change [your total coins v] by (1)\n if <(Coins Collected) = (COLLECTED MAX)> 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 [collect v] to [0]\nset [max collect v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [100] y: [100]\n Clone x: [450] y: [150]\n Clone x: [673] y: [89]\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: [136] y: [-51]\n change [max collect v] by (-2)\n else\n if <(LEVEL) = [4]> then\n else\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 [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [your total coins v] to [0]\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set size to (pick random (40) to (90)) %\n go to x: (200) y: (pick random (-55) to (200))\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2) secs to x: (-200) y: (y position)\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
PLEASE CHECK OUT MY NEW MULTIPLAYER GAME: \nhttps://scratch.mit.edu/projects/413691339/\n\nNOTE: This is a game that I made to be entered in @corpcooga's 1k follower platformer contest. I know they said that I could enter a project that was already made, but I really wanted to make a special one! I don't think I'll win, but I hope so! Now, onto my normal instructions:\n\nEDIT: Lol I lost xD\n\nHello! Welcome to my new game, ~Floating Islands~!\n\nUse the arrow keys, WASD, or mobile controls to move. Collect all the coins to finish each level, and don't hit the spikes!\n\nPlease be kind and respectful in the comments!! If there is a glitch, please point it out nicely, thanks! :D\n\nDon't forget to love, fave, and follow!!\nHave an awesome day!\nLove,\nTropicalCoder13\n\n\n\nTAGS (I forgot them haha):\n#scrolling #platformer #Scrollingplatformer #floating #islands #floatingislands #TropicalCoder13 #mobile #mobilefriendly #games #StratfordJames #griffpatch #pixelgru #can #we #get #this #trending #play #this #game #player #platforms #movingclouds #clouds #island #me #code #coding #coorpcooga #entry #contest #contestentry #what #else #to #tag #haha\n\n Timeline:\n\nJuly 12th, 2020 (release): @-Diamondfox- loved AND faved!! @---diamond pearl--- loved AND faved!! @red_sweatshirt loved! Reached 40 loves by the end of the day.\n\nJuly 13th, 2020: reached 50 loves/faves!!\n\nJuly 14th, 2020: #20 on trending games!? Thanks!!\n\nJuly 15th: reached 100 loves/faves, and got higher on trending! \n\nJuly 16th: reached 150 loves/faves!!\n\n\n
0 Block Type Platformer
@Stage\n\n@Sprite1\n\n@level\n\n
Drag scratch cat to move. Use your imagination for the physics - don't drag scratch cat through walls, drag scratch cat downwards.
SawBlade - A Mobile Friendly Platformer #Games #All
@Stage\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\n@Platforms\n\nwhen I receive [finish v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [finish v]\nif <(costume [number v]) = [2]> then\n broadcast (UP TO 2 v)\nend\nif <(costume [number v]) = [3]> then\n broadcast (3 v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (4 v)\nend\nif <(costume [number v]) = [5]> then\n broadcast (5 v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (6 v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (7 v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (End v)\nend\n\nwhen I receive [end v]\nforever\n stop [other scripts in sprite v]\nend\n\n@StratfordJames\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(LEVEL) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-223) y: (-80)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (platforms v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (platforms 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 (platforms v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (FINISH v)\n go to x: (-207) y: (46)\n end\n if <touching (heart and start v)?> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (spikes v)?> or <touching (lava v)?>> or <<touching color (#949494)?> or <(y position) < [-171]>>> then\n go to x: (-207) y: (46)\n end\nend\n\nwhen flag clicked\n\nforever\n if <touching (bounce pad v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Heroes.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-223) y: (-80)\n end\nend\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [finish v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-223) y: (-80)\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-207) y: (46)\nforever\n create clone of (_myself_ v)\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n fast\n if <touching (platforms 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 [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n play sound [Boing v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n wait until <not <mouse down?>>\n broadcast (FINISH v)\n go to x: (-207) y: (46)\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [someone pressed skip button v]\nbroadcast (FINISH v)\ngo to x: (-223) y: (-80)\n\n@Background\n\nwhen I receive [finish v]\nnext costume\n\nwhen I receive [green flag v]\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Saws\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-65) y: (-16)\nforever\n turn left (5) degrees\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (4) y: (-142)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [finish v]\ndelete this clone\n\nwhen I receive [up to 2 v]\nswitch costume to (costume2 v)\npoint in direction (90)\nstop [other scripts in sprite v]\ngo to x: (4) y: (-106)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [3 v]\nswitch costume to (costume2 v)\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (4) y: (10)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [4 v]\nswitch costume to (costume1 v)\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (7) y: (-131)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [5 v]\ngo to x: (-113) y: (-33)\npoint in direction (-90)\n\nwhen I receive [6 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [7 v]\nshow\nswitch costume to (costume3 v)\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (-124) y: (-130)\nforever\n turn left (4) degrees\nend\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Saws3\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (68) y: (-17)\nforever\n turn left (5) degrees\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\npoint in direction (90)\ngo to x: (220) y: (4)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [finish v]\ndelete this clone\n\nwhen I receive [up to 2 v]\nswitch costume to (costume3 v)\nstop [other scripts in sprite v]\ngo to x: (-98) y: (-28)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [3 v]\nswitch costume to (costume3 v)\npoint in direction (90)\nstop [other scripts in sprite v]\ngo to x: (125) y: (106)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [4 v]\nswitch costume to (costume1 v)\npoint in direction (90)\nstop [other scripts in sprite v]\ngo to x: (-124) y: (-129)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [5 v]\ngo to x: (-59) y: (-33)\npoint in direction (-90)\n\nwhen I receive [6 v]\nswitch costume to (costume1 v)\npoint in direction (90)\nstop [other scripts in sprite v]\ngo to x: (-59) y: (-39)\nforever\n turn left (-4) degrees\nend\n\nbroadcast (7 v)\n\nwhen flag clicked\nshow\n\nwhen I receive [7 v]\nswitch costume to (costume1 v)\npoint in direction (0)\nstop [other scripts in sprite v]\ngo to x: (6) y: (-129)\nforever\n turn left (4) degrees\nend\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Saws2\n\nwhen I receive [up to 2 v]\nshow\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (85) y: (-44)\nforever\n turn left (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (140) y: (-128)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [finish v]\ndelete this clone\n\nwhen I receive [3 v]\nshow\nswitch costume to (costume2 v)\npoint in direction (90)\nstop [other scripts in sprite v]\ngo to x: (128) y: (-13)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [4 v]\nshow\npoint in direction (90)\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\ngo to x: (141) y: (-130)\nforever\n turn left (5) degrees\nend\n\nbroadcast (4 v)\n\nwhen I receive [5 v]\ngo to x: (-3) y: (-34)\npoint in direction (-90)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Saws4\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nshow\nswitch costume to (costume2 v)\ngo to x: (160) y: (-143)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nshow\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\npoint in direction (-90)\ngo to x: (52) y: (-33)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Saws5\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nshow\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\npoint in direction (-90)\ngo to x: (108) y: (-34)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [6 v]\nstop [other scripts in sprite v]\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (108) y: (-39)\nforever\n turn left (-4) degrees\nend\n\nwhen I start as a clone\ngo to x: (42) y: (110)\nforever\n turn left (4) degrees\nend\n\nwhen I receive [3 v]\nshow\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\npoint in direction (-90)\ngo to x: (-102) y: (177)\nforever\n turn left (-5) degrees\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [finish v]\ndelete this clone\n\nwhen I receive [7 v]\nstop [other scripts in sprite v]\nshow\nswitch costume to (costume3 v)\npoint in direction (-90)\ngo to x: (143) y: (-129)\nforever\n turn left (4) degrees\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Heart and Start\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nshow\nset size to (100) %\nshow\ngo to (random position v)\nset y to (180)\nforever\n change y by (-4)\n if <(y position) < [-176]> then\n go to (random position v)\n set y to (180)\n end\n if <touching (stratfordjames v)?> then\n change [hearts, stars and followers collected v] by (1)\n wait (0.01) seconds\n delete this clone\n end\nend\n\nwhen I receive [end v]\nshow variable [hearts, stars and followers collected v]\nset [hearts, stars and followers collected v] to [0]\nforever\n switch costume to (pick random (1) to (3))\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide variable [hearts, stars and followers collected v]\n\nwhen I receive [end v]\n\n@ThumnailSawsSprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
This is SawBlade, a platformer. One of my best platformers yet!\n\nIf you get really stuck, press "s"\nArrow keys to move, or wasd.\nmobile friendly.\n\n\nI Spent quite a few hours on this :) please appreciate this.\n\n
Adventure 3 - A Mobile Platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (hills of denturinia v)\nforever\n if <<(Level) > [3]> and <(Level) < [17]>> then\n switch backdrop to (cave of hearts v)\n else\n switch backdrop to (sky v)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ndefine Reset Level\ngo to x: (-200) y: (0)\nswitch costume to (player1 v)\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nshow\n\nwhen I receive [start v]\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 (.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 [x v] by (-.8)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((x) * (-2))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> 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) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <(y position) < [-178]>> then\n Die\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(x position) > [239]> then\n change [level v] by (1)\n Reset Level\n end\nend\n\ndefine Die\nrepeat (20)\n change [ghost v] effect by (5)\nend\nReset Level\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (ground1 v)\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (spikes1 v)\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (words1 v)\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Cave\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (cave v)\nforever\n if <(Level) = [3]> then\n show\n else\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\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\ngo to x: (0) y: (0)\nshow\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)\nreset timer\nrepeat (40)\n move ((timer) * (9)) steps\nend\n\nhide\n\n@Diamond of Gold\n\nwhen flag clicked\nswitch costume to (pearl of light v)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nforever\n switch costume to (Level)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n if <(Level) = [19]> then\n show\n if <touching (player v)?> then\n repeat (20)\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n end\n end\nend\n\n@TN\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nhide\n\n
You'll only understand the concept if you play Adventure 2 first (by concept i meant what you are looking for).\nhttps://scratch.mit.edu/projects/405557423\n\nControls:\nArrow keys, WASD or use the mouse pointer to move around
3D Platformer Engine
@Stage\n\nwhen flag clicked\nset volume to (30) %\nwait (0.4) seconds\nforever\n play sound [Sonic Colours OST - Sweet Mountain Map.mp3 v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [0]> then\n set volume to (30) %\nelse\n set volume to (0) %\nend\n\n@Pen1\n\nwhen flag clicked\nset pen size to (2)\nset pen color to (#30cebd)\nswitch costume to (medium v)\nset size to (100) %\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 Go to x: (x) y: (y) z: (z) with shift\ngo to x: ((view factor) * (((x) - (cam x)) / ((z) - (cam z)))) y: ((view factor) * (((y) - (cam y)) / ((z) - (cam z))))\n\ndefine --- (label)\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nset [sin y v] to ([sin v] of (rot Y) )\nset [cos y v] to ([cos v] of (rot Y) )\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 Cube at (x) (y) (z) with size (size)\nCalculate Trig Values\n--- [Back of Cube]\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) + (size))\n--- [Front of Cube]\nDraw Line ((x) + (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\n--- [Lines from Front to Back]\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\n\nwhen flag clicked\nforever\n Reset\n repeat until <(___die?) > []>\n erase all\n Game\n end\n Die\nend\n\ndefine Game\nLevel\nPhysics\n\ndefine Level\ndelete all of [x1 v]\ndelete all of [x2 v]\ndelete all of [y1 v]\ndelete all of [y2 v]\ndelete all of [z1 v]\ndelete all of [z2 v]\ndelete all of [type v]\nTile at [0] [0] [0] with size [30] type [g]\nTile at [60] [0] [0] with size [30] type [g]\nTile at [120] [0] [0] with size [30] type [g]\nTile at [120] [60] [0] with size [30] type [g]\nTile at [120] [120] [0] with size [30] type [g]\nTile at [120] [180] [0] with size [30] type [g]\nTile at [0] [120] [0] with size [30] type [g]\nTile at [60] [0] [60] with size [30] type [g]\nTile at [60] [0] [120] with size [30] type [g]\nTile at [60] [60] [120] with size [30] type [g]\nTile at [60] [0] [180] with size [30] type [g]\nTile at [60] [0] [240] with size [30] type [g]\nTile at [60] [0] [360] with size [30] type [g]\nTile at [60] [0] [420] with size [30] type [d]\nTile at [60] [0] [480] with size [30] type [g]\nTile at [60] [0] [540] with size [30] type [g]\nset pen color to (#ff9d2d)\nCube at (__player x) (__player y) (__player z) with size (__player s)\n\ndefine Physics\nchange [_player yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [_rot rxv v] by (0.8)\nend\nif <key (right arrow v) pressed?> then\n change [_rot rxv v] by (-0.8)\nend\nset [_rot rxv v] to ((_rot rxv) * (0.6))\nchange [rot y v] by (_rot rxv)\nif <key (up arrow v) pressed?> then\n change [_rot ryv v] by (0.8)\nend\nif <key (down arrow v) pressed?> then\n change [_rot ryv v] by (-0.8)\nend\nset [_rot ryv v] to ((_rot ryv) * (0.6))\nchange [rot x v] by (_rot ryv)\nif <key (a v) pressed?> then\n change [_player xv v] by (-1)\nend\nif <key (d v) pressed?> then\n change [_player xv v] by (1)\nend\nset [_player xv v] to ((_player xv) * (0.75))\nchange x by xv\nif <key (w v) pressed?> then\n change [_player zv v] by (1)\nend\nif <key (s v) pressed?> then\n change [_player zv v] by (-1)\nend\nset [_player zv v] to ((_player zv) * (0.75))\nchange z by zv\nchange [__player y v] by (-2)\nCollision\nif <<key (space v) pressed?> and <(___touching ground?) = [1]>> then\n set [_player yv v] to [12]\nend\nCollision\nif <(___touching bouncy?) = [1]> then\n if then\n set [_player yv v] to [12]\n end\nend\nchange [__player y v] by (2)\nchange y by yv\nchange [cam x v] by ((((__player x) + (((sin Y) * (cos X)) * (150))) - (cam x)) / (10))\nchange [cam y v] by ((((__player y) + ((sin X) * (-150))) - (cam y)) / (10))\nchange [cam z v] by ((((__player z) + (((cos Y) * (cos X)) * (-150))) - (cam z)) / (10))\nif <(__player y) < [-70]> then\n set [___die? v] to [die]\nend\nif <(___touching danger?) = [1]> then\n set [___die? v] to [die]\nend\n\ndefine Collision\nset [___i v] to [0]\nset [___touching ground? v] to [0]\nset [___touching danger? v] to [0]\nrepeat (length of [x1 v])\n change [___i v] by (1)\n if <((__player x) + (__player s)) > (item (___i) of [x1 v])> then\n if <((__player x) - (__player s)) < (item (___i) of [x2 v])> then\n if <((__player y) - (__player s)) < (item (___i) of [y1 v])> then\n if <((__player y) + (__player s)) > (item (___i) of [y2 v])> then\n if <((__player z) - (__player s)) < (item (___i) of [z1 v])> then\n if <((__player z) + (__player s)) > (item (___i) of [z2 v])> then\n if <(item (___i) of [type v]) = [g]> then\n set [___touching ground? v] to [1]\n else\n if <(item (___i) of [type v]) = [d]> then\n set [___touching danger? v] to [1]\n else\n set [___touching bouncy? v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Tile at (x) (y) (z) with size (size) type (type)\nif <(type) = [g]> then\n set pen color to (#c5c5c5)\nelse\n if <(type) = [d]> then\n set pen color to (#c56262)\n else\n set pen color to (#7f62c5)\n end\nend\nset pen (transparency v) to (([abs v] of ((__player z) - ((z) - (size))) ) / (3))\nCalculate Trig Values\n--- [Back of Cube]\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) + (size))\n--- [Front of Cube]\nDraw Line ((x) + (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\n--- [Lines from Front to Back]\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\nadd ((x) - (size)) to [x1 v]\nadd ((x) + (size)) to [x2 v]\nadd ((y) + (size)) to [y1 v]\nadd ((y) - (size)) to [y2 v]\nadd ((z) + (size)) to [z1 v]\nadd ((z) - (size)) to [z2 v]\nadd (type) to [type v]\n\ndefine change y by yv\nchange [__player y v] by (round (_player yv))\nCollision\nif <(___touching ground?) = [1]> then\n repeat until <not <(___touching ground?) = [1]>>\n Collision\n if <(_player yv) > [0]> then\n change [__player y v] by (-1)\n else\n change [__player y v] by (1)\n end\n end\n set [_player yv v] to [0]\n change [__player y v] by (-1)\nend\n\ndefine change x by xv\nchange [__player x v] by (round (_player xv))\nCollision\nif <(___touching ground?) = [1]> then\n change [__player y v] by (12)\n Collision\n if <not <(___touching ground?) = [1]>> then\n stop [this script v]\n end\n change [__player y v] by (-12)\n Collision\n if <(___touching ground?) = [1]> then\n repeat until <not <(___touching ground?) = [1]>>\n Collision\n if <(_player xv) > [0]> then\n change [__player x v] by (-1)\n else\n change [__player x v] by (1)\n end\n end\n if <(_player xv) > [0]> then\n change [__player x v] by (1)\n else\n change [__player x v] by (-1)\n end\n set [_player xv v] to [0]\n end\nend\n\ndefine change z by zv\nchange [__player z v] by (round (_player zv))\nCollision\nif <(___touching ground?) = [1]> then\n change [__player y v] by (12)\n Collision\n if <not <(___touching ground?) = [1]>> then\n stop [this script v]\n end\n change [__player y v] by (-12)\n Collision\n if <(___touching ground?) = [1]> then\n repeat until <not <(___touching ground?) = [1]>>\n Collision\n if <(_player zv) > [0]> then\n change [__player z v] by (-1)\n else\n change [__player z v] by (1)\n end\n end\n if <(_player zv) > [0]> then\n change [__player z v] by (1)\n else\n change [__player z v] by (-1)\n end\n set [_player zv v] to [0]\n end\nend\n\ndefine Reset\nset [_player yv v] to [0]\nset [_player xv v] to [0]\nset [__player x v] to [60]\nset [__player y v] to [50]\nset [__player z v] to [60]\nset [view factor v] to [300]\nset [cam x v] to [60]\nset [cam y v] to [50]\nset [cam z v] to [-140]\nset [rot x v] to [3]\nset [rot y v] to [355]\nset [___touching danger? v] to [0]\nset [___touching bouncy? v] to [0]\n\ndefine Die\nwait (0.7) seconds\nset [___die? v] to []\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
WASD to move\nArrow Keys to look around\nSpace to jump\n\nThis is just an engine so there is not much to play.
Paperformer - Multiplayer Platformer #gravityv
@Stage\n\nwhen flag clicked\nswitch backdrop to (background v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen [0 v] key pressed\nif <(username) = [gravityv]> then\n broadcast (end v)\nend\n\nwhen flag clicked\ndelete all of [admin v]\nadd [GravityV] to [admin v]\nadd [slider_on_the_black] to [admin v]\nadd [LeafyStudios] to [admin v]\nadd [Moryamanner] to [admin v]\nadd [IDONTEXISTPROBLEM] to [admin v]\nadd [fman23] to [admin v]\nadd [meenu_89] to [admin v]\nadd [mastermind56] to [admin v]\nadd [xpypsscteacher15089] to [admin v]\nadd [wam_clap] to [admin v]\nadd [Fallen_AngelLucifer] to [admin v]\nadd [EntoChicky] to [admin v]\nadd [TOAD5656] to [admin v]\nadd [SilverDragonLeaf] to [admin v]\nadd [room9coder20] to [admin v]\nadd [derpy_bean] to [admin v]\nadd [Blazin_Twitch] to [admin v]\nadd [lisagu] to [admin v]\nadd [Gamerkingcoder] to [admin v]\nadd [unspeakable_II] to [admin v]\nadd [percytheseus] to [admin v]\nadd [cs1797584] to [admin v]\nadd [gabrieja] to [admin v]\nadd [Rc123434] to [admin v]\nadd [KawaiiwafflesJr] to [admin v]\nadd [GoMarsBar161] to [admin v]\nadd [ThatProthe] to [admin v]\nadd [starwarma] to [admin v]\nadd [Squirrel_D] to [admin v]\nadd [nallurisohith] to [admin v]\nadd [Whatsisname3] to [admin v]\nadd [-YSynth-] to [admin v]\nadd [LavaFist] to [admin v]\nadd [infocomm08] to [admin v]\nadd [Hellome20] to [admin v]\nadd [FIuid-] to [admin v]\nadd [sparklemonkey14] to [admin v]\nadd [Runtalan] to [admin v]\nadd [HahaYesGames] to [admin v]\nadd [railexplore] to [admin v]\nadd [Godboss1281] to [admin v]\nadd [KayChiWolf] to [admin v]\nadd [Bruhnator776] to [admin v]\nadd [SaaroshBhai5] to [admin v]\nadd [kalopsia_on_life] to [admin v]\nadd [green-flag-coder] to [admin v]\nadd [scratchcoder20000] to [admin v]\nadd [blackAvenger09] to [admin v]\nadd [metangdude101] to [admin v]\nadd [TheCodeMaster654] to [admin v]\nadd [cybersubject] to [admin v]\nadd [unspeakable_II] to [admin v]\nadd [0014049] to [admin v]\nadd [WKFs20171045] to [admin v]\nadd [Silvercat8] to [admin v]\nadd [SubscribetoDenisY] to [admin v]\nadd [A-qua] to [admin v]\nadd [SuperCreator1212] to [admin v]\nadd [--Air--] to [admin v]\nadd [cookielearns] to [admin v]\nadd [Loolua] to [admin v]\nadd [suhalo_351] to [admin v]\nadd [HyperBOOM] to [admin v]\nadd [CReePeR580] to [admin v]\nadd [TNTCyclone] to [admin v]\nadd [TheScratchMascot] to [admin v]\nadd [spazestudios] to [admin v]\nadd [Nik_Sm] to [admin v]\nadd [chocosmol] to [admin v]\nadd [lam_gia_phuc_nguyen] to [admin v]\nadd [gtryanl] to [admin v]\nadd [staystrong109] to [admin v]\nadd [trinitymagic] to [admin v]\nadd [Omega_Corp] to [admin v]\nadd [codeblast7000] to [admin v]\nadd [mr_guy_cool] to [admin v]\nadd [MaxyBrian] to [admin v]\nadd [homefarm3] to [admin v]\nadd [AKommers] to [admin v]\nadd [sabrinachichi] to [admin v]\nadd [anIeo] to [admin v]\nadd [lrhee2020] to [admin v]\nadd [karmanvan] to [admin v]\nadd [22JNguyen1] to [admin v]\nadd [Dark_Cosmo] to [admin v]\nadd [Jackie_Chan07] to [admin v]\nadd [EvanC0563] to [admin v]\nadd [dragon1145] to [admin v]\nadd [Abhi_Kapalavai] to [admin v]\nadd [lovesbunnys] to [admin v]\nadd [cl0udDev] to [admin v]\nadd [Midnight_lilyXx] to [admin v]\nadd [Mythicalcreatures100] to [admin v]\nadd [cs4331554] to [admin v]\nadd [Stanlee_0] to [admin v]\nadd [Lilmisswriter] to [admin v]\nadd [MEMESBRO] to [admin v]\nadd [FireFoxie123] to [admin v]\nadd [NASAMEP] to [admin v]\nadd [Coder_Girl321] to [admin v]\nadd [5wonders] to [admin v]\nadd [usecodelux] to [admin v]\nadd [saman_gowde] to [admin v]\nadd [MusicPianist] to [admin v]\nadd [908624] to [admin v]\nadd [glitch_shadowmaster] to [admin v]\nadd [Bubby-27] to [admin v]\nadd [usecodelux] to [admin v]\nadd [tmaconfire] to [admin v]\nadd [uperpaly] to [admin v]\nadd [pupg2] to [admin v]\n\nwhen I receive [end v]\nif <(username) = [gravityv]> then\n stop [this script v]\nend\nforever\n if <key (0 v) pressed?> then\n wait until <not <key (0 v) pressed?>>\n if <[admin v] contains (username)?> then\n broadcast (end v)\n end\n end\nend\n\ndefine add (username) into admin list <lock>\nif <lock> then\n if <not <[admin v] contains (username)?>> then\n add (username) to [admin v]\n end\nend\n\nadd [] into admin list <>\n\n@scrolling platformer engine\n\nwhen flag clicked\nset [@username@ v] to (username)\nset [respawn_x v] to [20]\nset [respawn_y v] to [20]\ninit\nforever\n game tick\nend\n\ndefine init\nset [ghost v] effect to (0)\nset [in air? v] to [1]\nset [playerx v] to (respawn_x)\nset [playery v] to (respawn_y)\nset [scrollx v] to ((playerX) + (100))\nset [scrolly v] to (playerY)\nset [sx v] to [0]\nset [sy v] to [0]\nset [@parachute@? v] to [0]\nposition player\n\ndefine change player x by (val)\nchange [playerx v] by (val)\nposition player\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n repeat ([abs v] of (val) )\n change [playery v] by (1)\n position player\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n stop [this script v]\n end\n end\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change [playery v] by (join [-] ([abs v] of (val) ))\n position player\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n repeat until <not <<touching (level v)?> or <touching (moving platform v)?>>>\n if <(val) < [0]> then\n change [playerx v] by (1)\n position player\n else\n change [playerx v] by (-1)\n position player\n end\n if <touching (_edge_ v)?> then\n init\n stop [this script v]\n end\n end\n set [sx v] to [0]\nend\n\nif <key (up arrow v) pressed?> then\n if <(val) < [0]> then\n set [sx v] to [16]\n set [sy v] to [16]\n else\n set [sx v] to [-16]\n set [sy v] to [16]\n end\nelse\n set [sx v] to [0]\nend\n\ndefine change player y by (val)\nchange [playery v] by (val)\nposition player\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n if <(val) > [0]> then\n change [playery v] by (-1)\n position player\n set [in air? v] to [1]\n else\n change [playery v] by (1)\n position player\n set [in air? v] to [0]\n end\n end\n set [sy v] to [0]\nelse\n if <(@PARACHUTE@?) = [1]> then\n change [sy v] by (-0.1)\n else\n change [sy v] by (-1)\n end\n position player\n set [in air? v] to [1]\nend\n\ndefine position player\ngo to x: ((playerX) - (SCROLLX)) y: ((playerY) - (SCROLLY))\n\ndefine game tick\nbroadcast (move mv. platforms v)\nif <touching (moving platform v)?> then\n moving platform detection\nend\nmanager\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (1.5)\nend\nchange player x by (round (sx))\nset [sx v] to ((sx) * (0.7))\nposition player\nif <(@PARACHUTE@?) = [3]> then\n change [sy v] by (1.2)\n set [in air? v] to [1]\nelse\n if <<touching (jump boost v)?> and <(@PARACHUTE@?) = [0]>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [sy v] to [25]\n set [in air? v] to [1]\n else\n set [sy v] to [17]\n set [in air? v] to [1]\n end\n broadcast (sound:bounce v)\n else\n if <<(in air?) = [0]> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [sy v] to [15]\n set [in air? v] to [1]\n end\n end\nend\nchange player y by (round (sy))\nif <(sy) < [-20]> then\n set [sy v] to [-20]\nend\nif <(sy) > [25]> then\n set [sy v] to [25]\nend\nposition player\nchange [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\nchange [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\nposition player\ntest die [-180]\nbroadcast (POSITION v)\n\ndefine moving platform detection\nif <touching (moving platform v)?> then\n repeat (200)\n if <not <touching (moving platform v)?>> then\n set [sy v] to [0]\n broadcast (POSITION v)\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [playery v] by (-1)\n position player\n set [in air? v] to [1]\n end\n if <[0] > (sy)> then\n change [playery v] by (1)\n position player\n set [in air? v] to [0]\n end\n end\n if <touching (moving platform v)?> then\n init\n stop [this script v]\n end\nend\n\nwhen I receive [mov.player\(mov.plat\) v]\nif <touching (moving platform v)?> then\n moving platform detection\nend\n\ndefine test die (bottom)\nif <<<(playerY) < (bottom)> or <(playerY) > [5000]>> or <<(playerX) < [-3100]> or <(playerX) > [2300]>>> then\n start sound [Squish Pop v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n init\nend\n\ndefine manager\nif <(username) = [gravityv]> then\n if <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n repeat until <key (m v) pressed?>\n if <key (left arrow v) pressed?> then\n change [playerx v] by (-10)\n end\n if <key (right arrow v) pressed?> then\n change [playerx v] by (10)\n end\n if <key (up arrow v) pressed?> then\n change [playery v] by (10)\n end\n if <key (down arrow v) pressed?> then\n change [playery v] by (-10)\n end\n position player\n set [scrollx v] to (playerX)\n set [scrolly v] to (playerY)\n position player\n broadcast (POSITION v)\n end\n wait until <not <key (m v) pressed?>>\n set [sx v] to [0]\n set [sy v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n broadcast (safe chat v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (safe chat v) and wait\n end\n end\nend\n\nwhen I receive [end v]\nrepeat (9)\n change [brightness v] effect by (10)\nend\nrepeat (9)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [speak val v]\nsay (@USERNAME@) for (4) seconds\n\nwhen I receive [set respawn v]\nset [respawn_x v] to ([x v] of [checkpoints v])\nset [respawn_y v] to ([y v] of [checkpoints v])\n\n@equipments\n\nwhen I receive [position v]\ngo to x: (([playerx v] of [scrolling platformer engine v]) - (SCROLLX)) y: (([playery v] of [scrolling platformer engine v]) - (SCROLLY))\n\nwhen flag clicked\nforever\n if <(parachute activated?) = [1]> then\n if <<<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <([sy v] of [scrolling platformer engine v]) < [-1.1]>> then\n set [@parachute@? v] to [1]\n else\n set [@parachute@? v] to [0]\n end\n end\n if <(jetpack activated?) = [1]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [@parachute@? v] to [3]\n else\n set [@parachute@? v] to [2]\n end\n end\nend\n\nwhen flag clicked\nset [parachute activated? v] to [0]\nset [jetpack activated? v] to [0]\nset [@parachute@? v] to [0]\n\nwhen I receive [end v]\nrepeat (9)\n change [brightness v] effect by (10)\nend\nrepeat (9)\n change [brightness v] effect by (-10)\nend\nask [Please choose an extra equipment with you.1\) jetpack 2\)parachute] and wait\nif <(answer) = [1]> then\n set [jetpack activated? v] to [1]\n set [parachute activated? v] to [0]\nelse\n set [parachute activated? v] to [1]\n set [jetpack activated? v] to [0]\nend\n\nif <(pick random (1) to (2)) = [1]> then\n set [jetpack activated? v] to [1]\n set [parachute activated? v] to [0]\nelse\n set [parachute activated? v] to [1]\n set [jetpack activated? v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(parachute activated?) = [1]> then\n wait until <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>\n start sound [268072_SOUNDDOGS__cl v]\n wait until <not <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>\n end\n if <(jetpack activated?) = [1]> then\n play sound [Space Noise v] until done\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<(parachute activated?) = [1]> or <(jetpack activated?) = [1]>> then\n switch costume to ((@PARACHUTE@?) + (1))\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n set volume to (0) %\nend\n\nif <(@PARACHUTE@?) = [1]> then\n set volume to (50) %\nelse\n if <(@PARACHUTE@?) = [3]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@level\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\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\ndefine clone at (x) (y) (cos)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (join [0] (cos))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\nzoom [100]\nhide\nrepeat (1)\n clone at [200] [0] [1]\n clone at [70] [400] [2]\n clone at [1160] [350] [3]\n clone at [1450] [700] [4]\n clone at [1850] [750] [5]\n clone at [860] [850] [6]\n clone at [460] [950] [7]\n clone at [-300] [950] [8]\n clone at [-600] [500] [9]\n clone at [-1300] [300] [10]\n clone at [-2150] [300] [11]\nend\nclone at [10000000000000000000000000000000000000000000000000000000000000] [10] [1]\n\ndefine zoom (%)\nswitch costume to (dot v)\nset size to (%) %\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nrepeat (9)\n change [brightness v] effect by (10)\nend\nrepeat (9)\n change [brightness v] effect by (-10)\nend\n\n@moving platform\n\nwhen flag clicked\nhide\nclone at [550] [10] [1]\nclone at [800] [10] [2]\nclone at [1722] [900] [3]\nclone at [597] [1000] [4]\nclone at [-500] [993] [5]\nclone at [-1000] [993] [6]\nclone at [-1000] [993] [7]\nclone at [-2200] [993] [8]\n\nwhen I receive [position v]\nset size to (400) %\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\nset size to (100) %\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\ndefine clone at (x) (y) (cos)\nset [temp v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (join [0] (cos))\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nrepeat (9)\n change [brightness v] effect by (10)\nend\nrepeat (9)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [move mv. platforms v]\nif <(costume [number v]) = [1]> then\n set [x v] to (x)\n set [y v] to (round ((([sin v] of (temp) ) * (100)) - (-500)))\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\nend\nif <(costume [number v]) = [2]> then\n set [x v] to (x)\n set [y v] to (round ((([cos v] of (temp) ) * (100)) - (-500)))\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\nend\nif <(costume [number v]) = [3]> then\n set [x v] to (round ((([cos v] of (temp) ) * (100)) - (-1300)))\n set [y v] to (y)\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\nend\nif <(costume [number v]) = [4]> then\n set [x v] to (round ((([cos v] of (temp) ) * (100)) - (-50)))\n set [y v] to (y)\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\nend\nif <(costume [number v]) = [5]> then\n set [x v] to (x)\n set [y v] to (round ((([cos v] of (temp) ) * (100)) - (-700)))\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\nend\nif <(costume [number v]) = [6]> then\n set [x v] to (x)\n set [y v] to (round ((([sin v] of (temp) ) * (100)) - (-400)))\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\nend\nif <(costume [number v]) = [7]> then\n set [x v] to (round ((([cos v] of (temp) ) * (100)) - (1800)))\n set [y v] to (round ((([sin v] of (temp) ) * (100)) - (-400)))\n change [temp v] by (3)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\n show\nend\nif <(costume [number v]) = [8]> then\n set [x v] to (x)\n set [y v] to (round ((([sin v] of (temp) ) * (100)) - (-200)))\n change [temp v] by (5)\n set size to (200) %\n position (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n set size to (100) %\n if <touching (scrolling platformer engine v)?> then\n set [touching moving platform? v] to [1]\n broadcast (mov.player\(mov.plat\) v) and wait\n else\n set [touching moving platform? v] to [0]\n end\n show\nend\n\n@jump boost\n\nwhen I receive [position v]\nset size to (400) %\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nset size to (60) %\nset [mxy v] to (join ((SCROLLX) - (mouse x)) (join ['] ((SCROLLY) - (mouse y))))\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\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (off3 v)\nhide\nclone at [275] [-50]\nclone at [55] [206]\nclone at [1735] [725]\nclone at [-1401] [360]\nclone at [-1513] [360]\n\nwhen I receive [sound:bounce v]\nswitch costume to (on3 v)\nplay sound [Whiz v] until done\nwait (0.05) seconds\nswitch costume to (off3 v)\n\nwhen I receive [end v]\nrepeat (9)\n change [brightness v] effect by (10)\nend\nrepeat (9)\n change [brightness v] effect by (-10)\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [turbo on v]\nstop [other scripts in sprite v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\n\n@end\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\npoint in direction (90)\nset [@time@ v] to []\nhide variable [☁ highscore v]\nhide variable [@time@ v]\nswitch costume to (2 v)\nif <not <(costume [number v]) = [3]>> then\n position (round ((-2600) - (SCROLLX))) (round ((145) - (SCROLLY)))\nend\nwait until <<key (any v) pressed?> or <mouse down?>>\nrepeat until <touching (scrolling platformer engine v)?>\n set [@time@ v] to [...]\nend\nset [@time@ v] to (timer)\nrepeat (3)\n change size by (10)\n wait (0.01) seconds\nend\nrepeat (3)\n change size by (-10)\n wait (0.01) seconds\nend\nswitch costume to (3 v)\nbroadcast (end v)\nbroadcast (reached v)\nif <(@TIME@) < (☁ HIGHSCORE)> then\n broadcast (send highscore v) and wait\n broadcast (new highscore v)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [position v]\nif <not <(costume [number v]) = [3]>> then\n position (round ((-2600) - (SCROLLX))) (round ((145) - (SCROLLY)))\nend\n\nwhen I receive [new highscore v]\ncreate clone of (_myself_ v)\nstart sound [win sound 1-2 v]\n\nwhen I start as a clone\nhide\nswitch costume to (highscore v)\ngo to [front v] layer\ngo to x: (160) y: (250)\nshow\nrepeat until <<(x position) = [160]> and <(y position) = [140]>>\n change x by (((160) - (x position)) / (5))\n change y by (((140) - (y position)) / (5))\nend\ndelete this clone\n\ndefine reset highscore to (val)\nask [are you aure?] and wait\nif <(answer) = [yes]> then\n set [☁ highscore v] to (val)\nend\n\nhide variable [@time@ v]\nhide variable [☁ highscore v]\n\nreset highscore to [200]\n\nreset highscore to [46.167]\n\nhide\nswitch costume to (highscore v)\ngo to [front v] layer\ngo to x: (160) y: (140)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@server\n\ndefine TOOL | reset data list\ndelete all of [run:data v]\nset [readdata# v] to [1]\nset [datachars v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+-*/~`!@#$%^&*\(\)_=\[\]\{}|;':",./<>?]\nrepeat (99)\n add [] to [run:data v]\nend\nrepeat (length of (datachars))\n add (letter (readdata#) of (datachars)) to [run:data v]\n change [readdata# v] by (1)\nend\nadd [ ] to [run:data v]\n\ndefine encode string (val) and add encoded value (new encode section?) ()\nswitch costume to (lowercase v)\nif <() = [true]> then\n set [encoded value v] to []\nend\nset [readdata# v] to [1]\nrepeat (length of (val))\n set [word v] to (letter (readdata#) of (val))\n switch costume to (join (word) [\)])\n set [word v] to (item # of (word) in [run:data v])\n if <(costume [name v]) = [lowercase]> then\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) (word))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n else\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) ((word) + (26)))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n end\n switch costume to (lowercase v)\n change [readdata# v] by (1)\nend\nset [encoded value v] to (join (encoded value) [000])\n\ndefine decode string (code) and add to value (new decode section?) ()\nset [decoded result v] to []\nif <() = [true]> then\n set [encoded value v] to (code)\n set [readdata# v] to [1]\nend\nforever\n set [decode idx v] to (join (letter (readdata#) of (encoded value)) (join (letter ((readdata#) + (1)) of (encoded value)) (letter ((readdata#) + (2)) of (encoded value))))\n change [readdata# v] by (3)\n if <(decode IDX) < [1]> then\n stop [this script v]\n end\n set [decoded result v] to (join (decoded result) (item (decode IDX) of [run:data v]))\nend\n\ndefine TOOL | add new string (string) into base codes\nif <not <[run:data v] contains (string)?>> then\n if <(length of (string)) = [1]> then\n ask [Are you sure that you want to add a new code element into the base list?] and wait\n if < (answer) contains [yes]?> then\n add (string) to [run:data v]\n end\n end\nend\n\ndefine TOOL| Anti-Broken detection\nif <(length of [run:data v]) = [0]> then\n ask [issues found.Run repair tool? this will reset your data.] and wait\n if < (answer) contains [yes]?> then\n TOOL | reset data list\n end\nelse\n encode string [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789] and add encoded value (new encode section?) [true]\n decode string (encoded value) and add to value (new decode section?) [true]\n if <not <(decoded result) = (datachars)>> then\n ask [issues found.Run repair tool? this will reset your data.] and wait\n if < (answer) contains [yes]?> then\n TOOL | reset data list\n end\n else\n if <(length of [run:data v]) > [999]> then\n ask [issues found.Run repair tool? this will reset your data.] and wait\n if < (answer) contains [yes]?> then\n TOOL | reset data list\n end\n end\n end\nend\n\nwhen flag clicked\nset [@playerid@ v] to [0]\nhide\nset multiplayer clones [8]\nbroadcast (find free gaming slot v)\nbroadcast (begin v)\n\ndefine send data (id) & (data)\nif <(id) = [1]> then\n set [☁ p1 v] to (data)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (data)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (data)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (data)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (data)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (data)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (data)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (data)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine dec.val=cloudID (id)\nif <(id) = [1]> then\n set [decoded result v] to (☁ P1)\nelse\n if <(id) = [2]> then\n set [decoded result v] to (☁ P2)\n else\n if <(id) = [3]> then\n set [decoded result v] to (☁ P3)\n else\n if <(id) = [4]> then\n set [decoded result v] to (☁ P4)\n else\n if <(id) = [5]> then\n set [decoded result v] to (☁ P5)\n else\n if <(id) = [6]> then\n set [decoded result v] to (☁ P6)\n else\n if <(id) = [7]> then\n set [decoded result v] to (☁ P7)\n else\n if <(id) = [8]> then\n set [decoded result v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine set multiplayer clones (#)\nhide\nset [offsetx v] to [0]\nset [offsety v] to [0]\nset [offline v] to [100]\nset [clone# v] to [1]\nrepeat ((#) - (1))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\nwhen I receive [begin v]\nhide\nforever\n if <(@PLAYERID@) = (clone#)> then\n hide\n encode string ([playerx v] of [scrolling platformer engine v]) and add encoded value (new encode section?) [true]\n encode string ([playery v] of [scrolling platformer engine v]) and add encoded value (new encode section?) []\n encode string (@USERNAME@) and add encoded value (new encode section?) []\n encode string (@PARACHUTE@?) and add encoded value (new encode section?) []\n encode string (timer) and add encoded value (new encode section?) []\n send data (clone#) & (encoded value)\n else\n dec.val=cloudID (clone#)\n disconnection timeout: [50]\n decode string (decoded result) and add to value (new decode section?) [true]\n set size to (400) %\n change [offsetx v] by (((decoded result) - (offsetx)) / (5))\n set x to ((x position) + (((x position) - ((offsetx) - (SCROLLX))) / (-1)))\n set size to (100) %\n decode string [] and add to value (new decode section?) []\n set size to (400) %\n change [offsety v] by (((decoded result) - (offsety)) / (5))\n set y to ((y position) + (((y position) - ((offsety) - (SCROLLY))) / (-1)))\n set size to (100) %\n decode string [] and add to value (new decode section?) []\n say (decoded result)\n decode string [] and add to value (new decode section?) []\n switch costume to (join [player_] (decoded result))\n end\nend\n\nwhen I receive [find free gaming slot v]\nset [@connected?@ v] to [false]\nbroadcast (message:connecting v)\nallocate gaming slot\nset [@connected?@ v] to [true]\nif <(@PLAYERID@) > [0]> then\n broadcast (message:connected v)\nelse\n broadcast (fail v)\nend\n\ndefine allocate gaming slot\ndec.val=cloudID (clone#)\nset [allo_last val v] to (join [A] (decoded result))\nwait (2) seconds\ndec.val=cloudID (clone#)\nif <(join [A] (decoded result)) = (allo_last val)> then\n if <(clone#) = [1]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [2]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [3]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [4]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [5]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [6]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [7]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n else\n if <(clone#) = [8]> then\n set [@playerid@ v] to (clone#)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [@playerid@ v] to (clone#)\n\ndefine disconnection timeout: (frames)\ndec.val=cloudID (clone#)\nif <(join [A] (decoded result)) = (discon_lastval)> then\n change [offline v] by (-1)\n if <(offline) < (frames)> then\n hide\n end\nelse\n set [offline v] to [100]\n set [discon_lastval v] to (join [A] (decoded result))\n if <(@CONNECTED?@) = [true]> then\n show\n end\nend\n\nwhen I receive [send highscore v]\nrepeat (10)\n set [☁ highscore v] to (@TIME@)\nend\n\n@message\n\nwhen flag clicked\ngo to x: (160) y: (-140)\nhide\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I receive [message:connecting v]\nswitch costume to (connecting v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [message:connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (connected v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [fail v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (error v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@SFE\n\ndefine print text (txt) at pos: (x) (y)\nset size to (50) %\ngo to [back v] layer\ngo to x: (x) y: (y)\nhide\nset [item# v] to [1]\nrepeat (length of (txt))\n switch costume to (letter (item#) of (txt))\n create clone of (_myself_ v)\n change [item# v] by (1)\n change x by (13)\nend\n\nwhen flag clicked\nforever\n broadcast (del clones v)\n print text (☁ HIGHSCORE) at pos: [-125] [-160]\n if <([costume # v] of [scoreboard v]) = [2]> then\n print text (@TIME@) at pos: [-100] [-138]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [del clones v]\ndelete this clone\n\nwhen I receive [turbo on v]\nbroadcast (del clones v)\nstop [other scripts in sprite v]\n\n@chat\n\nwhen I receive [safe chat v]\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n go to [front v] layer\nend\nask [] and wait\nif <not <(answer) = []>> then\n if <(answer) = [1]> then\n set [_message v] to [Hi! :\) what's up?]\n else\n if <(answer) = [2]> then\n set [_message v] to [I am fine.Thx.]\n else\n if <(answer) = [3]> then\n set [_message v] to [Yes]\n else\n if <(answer) = [4]> then\n set [_message v] to [No.]\n else\n if <(answer) = [5]> then\n set [_message v] to [Haha]\n else\n if <(answer) = [6]> then\n set [_message v] to [Yay]\n else\n if <(answer) = [7]> then\n set [_message v] to [I reached the end!]\n else\n if <(answer) = [8]> then\n set [_message v] to [Come up here.]\n else\n if <(answer) = [9]> then\n set [_message v] to [Come with me.]\n else\n if <(answer) = [10]> then\n set [_message v] to [Let's chase!]\n else\n if <(answer) = [11]> then\n set [_message v] to [Fly with jetpack!]\n else\n if <(answer) = [12]> then\n set [_message v] to [Fly with parachute!]\n else\n if <(answer) = [13]> then\n set [_message v] to [Go!]\n else\n if <(answer) = [14]> then\n set [_message v] to [wow]\n else\n if <(answer) = [15]> then\n set [_message v] to [bye...]\n else\n if <(answer) = [16]> then\n set [_message v] to [Okay!]\n else\n if <(answer) = [17]> then\n set [_message v] to [Sorry]\n else\n if <(answer) = [18]> then\n set [_message v] to [Let's gather!]\n else\n if <(answer) = [19]> then\n set [_message v] to [I got the highscore!]\n else\n if <(answer) = [20]> then\n set [_message v] to [Let's speedrun!]\n else\n if <(answer) = [21]> then\n set [_message v] to [?]\n else\n if <(answer) = [22]> then\n set [_message v] to [I am admin! :\)]\n else\n broadcast (hide v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [_utemp v] to (@USERNAME@)\n set [@username@ v] to (join (@USERNAME@) (join [:] (_message)))\n broadcast (hide v)\n broadcast (speak val v) and wait\n set [@username@ v] to (_utemp)\nelse\n broadcast (hide v)\n stop [this script v]\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [hide v]\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\nset [_message v] to [plz reload the page and rejoin the game:\)]\nset [_utemp v] to (@USERNAME@)\nset [@username@ v] to (join (@USERNAME@) (join [:] (_message)))\nbroadcast (hide v)\nbroadcast (speak val v) and wait\nset [@username@ v] to (_utemp)\n\n@checkpoints\n\nwhen I receive [position v]\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (100) %\n\ndefine locate checkpoint at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nlocate checkpoint at [340] [1100]\nshow\nset [ghost v] effect to (0)\nforever\n if <touching (scrolling platformer engine v)?> then\n broadcast (set respawn v) and wait\n start sound [Collect v]\n repeat (10)\n change [ghost v] effect by (10)\n change [y v] by (1)\n end\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [reached v]\nhide\nstop [other scripts in sprite v]\nlocate checkpoint at [-2600] [145]\nbroadcast (set respawn v) and wait\n\n@turbo detector\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set y to (0)\n repeat until <(timer) > [5]>\n change y by (1)\n end\n set [turbo? v] to <(y position) > [15]>\n set [timer v] to [0]\n if <(turbo?) = [true]> then\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n broadcast (turbo on v)\n clear graphic effects\n go to [front v] layer\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (0.001) seconds\nend\n\n@bg\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\ngo to [back v] layer\nset up clones\n\nwhen I receive [position v]\ngo to [back v] layer\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nchange [clone# v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine set up clones\nclone at [-3080] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [-2310] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [-1540] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [-770] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [0] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [770] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [1540] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\nclone at [2310] [0]\nrepeat (10)\n clone at (x) ((y) + (773))\nend\n\n@scoreboard\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\n\nwhen I receive [position v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [turbo on v]\nhide\n\n
PAPERFORMER (multiplayer up to 5 players )\nA peace world sketched in notebook.\n***********************IMPORTANT***********************\nAdmin mode:\nAdmins can let you switch between jetpack and parachute after you reached the end. Simply press'0'.\nRequest to be an admin:\n- admin requests are closed...\n_________________________________________\nchange log:\n2020/7/27: art improvement\n2020/7/23 added scrolling background.\n2020/7/22: more slots(up to 8 players) are opened to public\n2020/7/21 updated parachute and jetpack physics, release of admin mode.\n2020/7/14 release\n2020/7/13 development starts with basic platformer engine
Rainforest || A Platformer(Part 5)#games
@Stage\n\nwhen flag clicked\nforever\n play sound [Imagine Dragons - Demons mp.3 v] until done\nend\n\n@Player\n\ndefine Platform Physics\nif <(Animation) = [0]> then\n if <(Death) = [0]> then\n if <touching (water v)?> then\n change [yvelocity v] by (0.2)\n change y by (YVelocity)\n if <key (up arrow v) pressed?> then\n change [yvelocity v] by (0.5)\n end\n if <key (down arrow v) pressed?> then\n change [yvelocity v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xvelocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xvelocity v] by (-1)\n end\n set [xvelocity v] to ((XVelocity) * (0.7))\n change x by (XVelocity)\n else\n change [yvelocity v] by (-1)\n change y by (YVelocity)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YVelocity) ) / (YVelocity)) * (-1))\n end\n if <<key (up arrow v) pressed?> and <<(YVelocity) = [0]> or <[0] > (YVelocity)>>> then\n set [yvelocity v] to [14]\n else\n set [yvelocity v] to [0]\n end\n end\n end\n if <key (right arrow v) pressed?> then\n change [xvelocity v] by (2.5)\n end\n if <key (left arrow v) pressed?> then\n change [xvelocity v] by (-2.5)\n end\n set [xvelocity v] to ((XVelocity) * (0.7))\n change x by (XVelocity)\n set [slope v] to [0]\n if <touching (level v)?> then\n repeat until <<(Slope) = [-8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\n end\n end\n if <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XVelocity) ) / (XVelocity)) * (-1))\n end\n end\n end\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n else\n switch costume to (stand v)\n end\nend\n\nif <key (up arrow v) pressed?> then\n set [yvelocity v] to [15]\n if <(XVelocity) > [0]> then\n set [xvelocity v] to [-10]\n else\n set [xvelocity v] to [10]\n end\nelse\n set [xvelocity v] to [0]\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Platform Physics\nend\n\ndefine Variablen\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-180) y: (-50)\nVariablen\n\nwhen flag clicked\nset [animation v] to [0]\nset [death v] to [0]\nforever\n if <(Animation) = [0]> then\n if <(y position) < [-179]> then\n Death Animation\n end\n if <touching (spikes v)?> then\n Death Animation\n end\n if <(x position) > [239]> then\n set [animation v] to [1]\n broadcast (Next Level v)\n hide\n Variablen\n end\n end\nend\n\ndefine Death Animation\nset [death v] to [1]\nset [yvelocity v] to [15]\nchange y by (YVelocity)\nstart sound [Crunch v]\nrepeat until <(y position) < [-179]>\n change y by (YVelocity)\n turn right (((-90) - (direction)) / (7)) degrees\n change [yvelocity v] by (-1)\nend\nstart sound [Crunch v]\nset [yvelocity v] to [0]\nset [death v] to [0]\nset [animation v] to [1]\nbroadcast (Reset v)\ngo to x: (-180) y: (-50)\nhide\npoint in direction (90)\nVariablen\n\nwhen I receive [now change jungle v]\ngo to x: (-180) y: (-50)\nset [animation v] to [0]\nshow\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n point in direction (90)\n set y to ((([cos v] of (((timer) + (0.5)) * (200)) ) * (10)) + (0))\n switch costume to (Level)\nend\n\npoint in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n point in direction (90)\n if <not <(costume [number v]) = [12]>> then\n set y to ((([cos v] of (((timer) + (0.5)) * (200)) ) * (10)) + (0))\n end\n switch costume to (Level)\nend\n\nset [level v] to [11]\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n point in direction (90)\n set y to ((([cos v] of (((timer) + (0.5)) * (300)) ) * (8)) + (0))\n set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nforever\n point in direction (90)\n set [brightness v] effect to (50)\n set y to ((([sin v] of (((timer) + (0.1)) * (350)) ) * (10)) + (-5))\n set [ghost v] effect to (80)\nend\n\n@Lianes\n\nwhen flag clicked\nset [liane id v] to [0]\nrepeat (3)\n change [liane id v] by (1)\n create clone of (_myself_ v)\nend\ngo to x: (178) y: (180)\nswitch costume to ( 4 v)\nforever\n point in direction ((([cos v] of ((timer) * (125)) ) * (12)) + (90))\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(Liane ID) = [1]> then\n switch costume to ( v)\n go to x: (-124) y: (180)\n forever\n go to [front v] layer\n point in direction ((([cos v] of ((timer) * (200)) ) * (15)) + (90))\n end\nelse\n if <(Liane ID) = [2]> then\n switch costume to ( 2 v)\n go to x: (0) y: (180)\n forever\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (150)) ) * (18)) + (90))\n end\n else\n if <(Liane ID) = [3]> then\n switch costume to ( 3 v)\n go to x: (58) y: (180)\n forever\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (125)) ) * (6)) + (90))\n end\n end\n end\nend\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (kostüm1 v)\n set size to (125) %\n switch costume to ( 2 v)\n go to [back v] layer\n change x by (((XVelocity) * (-1)) / (2))\nend\n\nwhen I receive [now change jungle v]\ngo to x: (0) y: (0)\n\n@Screen\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next level v]\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nchange [level v] by (1)\nbroadcast (Now Change Jungle v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen I receive [reset v]\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Now Change Jungle v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nset [level v] to [12]\n\n@Skip\n\nwhen flag clicked\nset [cos v] to [0]\ngo to x: (-195) y: (157)\ngo to [front v] layer\nforever\n if <not <(Level) = [12]>> then\n show\n set y to ((([cos v] of ((cos) * (20)) ) * (10)) + (150))\n point in direction ((([cos v] of ((cos) * (40)) ) * (10)) + (90))\n change [cos v] by (0.5)\n if <mouse down?> then\n broadcast (Next Level v)\n end\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n
Wait, #1?!Thank you so much=D \n Welcome to Rainforest-A Platformer!\n°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°\nEVERYTHING IS MOVING!\nMove with Arrow Keys\n"R" to reset.\nMusic: Imagine Dragons - Demons\n95% by me,Platform-Engine from youtube.\nInspired by @TimMcCool \nRemember to follow him!=D\nFamous scratchers who liked this:\n@Benelem12\n@0014049
Rotate || ☁️ multiplayer platformer AT NIGHT
@Stage\n\nwhen flag clicked\nhide variable [@player v]\nshow list [active check v]\nshow list [cloud list v]\nif <(username) = [stratfordjames]> then\n forever\n wait until <key (v v) pressed?>\n show variable [@player v]\n hide list [active check v]\n hide list [cloud list v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [@player v]\n show list [active check v]\n show list [cloud list v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\n@blank\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\nwhen [timer v] > (1)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset size to (130) %\nrepeat until <(size) < [100.2]>\n go to [front v] layer\n switch costume to (costume1 v)\n change size by (((99) - (size)) / (5))\n switch costume to (cover v)\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\n@render\n\ndefine go to (x) (y)\ngo to x: (((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) y: (((center-y-scroll) + (((110) - (size)) * (3))) + (((y) * ((size) / (100))) * ([cos v] of ((x) - (rotation-x-scroll)) )))\n\nwhen flag clicked\nhide\n\ndefine line (x1) (y1) (x2) (y2)\npen up\ngo to (x1) (y1)\npen down\ngo to (x2) (y2)\npen up\n\ndefine line (y1) degrees (x1) (x2) height (y2)\nset [counter v] to [0]\nrepeat (((x2) - (x1)) * ((y1) / (200)))\n change [counter v] by ((1) / ((y1) / (200)))\n line ((x1) + (counter)) (y1) ((x1) + (counter)) ((y1) - (y2))\nend\n\ndefine render\ndelete all of [ground v]\ndelete all of [lava v]\nset pen size to ((round (size)) / (20))\nLEVEL\nplanet\nset [timer v] to ((days since 2000) * (80000))\n\ndefine ground (altura_1) (grados_1) (altura_2) (grados_2) DIRT? (dirt)\nif <<<(((_y position) * ((size) / (100))) * ([sin v] of ((grados_2) - (rotation-x-scroll)) )) > [-280]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((grados_2) - (rotation-x-scroll)) )) < [280]>> or <<(((_y position) * ((size) / (100))) * ([sin v] of ((grados_1) - (rotation-x-scroll)) )) > [-280]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((grados_1) - (rotation-x-scroll)) )) < [280]>>> then\n add (grados_1) to [ground v]\n add (altura_1) to [ground v]\n add (grados_2) to [ground v]\n add (altura_2) to [ground v]\n set pen color to (#8c8c8c)\n line (altura_1) degrees (grados_1) (grados_2) height ((altura_1) - (altura_2))\n if <(dirt) = [1]> then\nend\n\ndefine lava en (angulo_1) (altura_1) (angulo_2) (altura_2)\nif <<<(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_1) - (rotation-x-scroll)) )) > [-300]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_1) - (rotation-x-scroll)) )) < [300]>> or <<(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_2) - (rotation-x-scroll)) )) > [-300]> and <(((_y position) * ((size) / (100))) * ([sin v] of ((angulo_2) - (rotation-x-scroll)) )) < [300]>>> then\n add (angulo_1) to [lava v]\n add (altura_1) to [lava v]\n add (angulo_2) to [lava v]\n add (altura_2) to [lava v]\n set pen color to (#f93a3a)\n line (altura_1) degrees (angulo_1) (angulo_2) height ((altura_1) - (altura_2))\nend\n\ndefine planet\nset pen color to (#4eea4a)\ngo to [0] [0]\nset pen size to ((size) * (10))\npen down\npen up\nset pen color to (#8c8c8c)\ngo to [0] [0]\nset pen size to ((size) * (9))\npen down\npen up\nset pen color to (#5d5d5d)\nset pen size to ((size) * (7))\npen down\npen up\n\ndefine LEVEL\nset [v1 v] to [1]\nif <<(((_degrees) mod (360)) + (360)) > [320]> and <(((_degrees) + (50)) mod (360)) < [125]>> then\n moving lava 1 [15] [510] [48] [485] 2 [15] [515] [48] [485] vel. [125] + [45]\n moving platform 1 [23] [708] [29] [678] 2 [41] [620] [47] [590] speed [50] + [90]\n ground [755] [351] [490] [355] DIRT? []\n ground [708] [19] [678] [23] DIRT? []\n ground [630] [6] [600] [11] DIRT? []\n ground [550] [15] [490] [20] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) > [19]> and <<(_y position) < [800]> and <(_degrees) < [100]>>> then\n moving lava 1 [50] [512] [90] [490] 2 [50] [519] [90] [490] vel. [150] + [90]\n ground [541] [54] [490] [64] DIRT? []\n ground [620] [47] [490] [54] DIRT? []\n ground [591] [71] [500] [76] DIRT? []\nend\nif <<<(_degrees) < [110]> and <(_degrees) > [40]>> and <(_y position) > [550]>> then\n moving platform 1 [75] [767] [78] [745] 2 [78] [801] [81] [779] speed [100] + [45]\n ground [844] [85] [820] [90] DIRT? []\n ground [924] [79] [900] [82] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<<(_degrees) < [90]> and <(_degrees) > [40]>> and <(_y position) < [880]>> then\n ground [720] [67] [696] [72] DIRT? []\n ground [636] [79] [612] [83] DIRT? []\nend\nif <<(_degrees) < [95]> and <(_degrees) > [55]>> then\n moving lava 1 [95] [973] [102] [920] 2 [95] [959] [102] [920] vel. [150] + [90]\n ground [1000] [89] [800] [95] DIRT? []\n ground [920] [89] [800] [103] DIRT? [1]\n ground [1000] [102] [800] [105] DIRT? []\nend\nif <<<(_degrees) < [140]> and <(_degrees) > [94]>> and <(_y position) > [580]>> then\n moving lava 1 [95] [973] [102] [920] 2 [95] [959] [102] [920] vel. [150] + [90]\n moving platform 1 [75] [767] [78] [745] 2 [78] [801] [81] [779] speed [100] + [90]\n moving lava 1 [104] [897] [114] [850] 2 [104] [883] [114] [850] vel. [150] + [0]\n ground [1000] [89] [800] [95] DIRT? []\n ground [920] [89] [800] [103] DIRT? [1]\n ground [1000] [102] [800] [105] DIRT? []\n ground [929] [113] [800] [120] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) < [150]> and <(_degrees) > [55]>> then\n ground [850] [89] [500] [120] DIRT? [1]\nend\nif <<(_degrees) < [250]> and <(_degrees) > [30]>> then\n moving lava 1 [170] [525] [220] [0495] 2 [170] [513] [220] [495] vel. [150] + [0]\n moving lava 1 [130] [525] [170] [495] 2 [130] [513] [170] [495] vel. [150] + [0]\n moving platform 1 [130] [570] [137] [542] 2 [160] [700] [167] [672] speed [36] + [90]\n ground [570] [120] [500] [130] DIRT? []\n ground [700] [167] [495] [179] DIRT? []\n ground [770] [178] [745] [183] DIRT? []\n ground [850] [163] [825] [175] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) < [220]> and <(_degrees) > [150]>> then\n ground [930] [171] [905] [179] DIRT? []\n moving platform 1 [179] [930] [182] [905] 2 [189] [960] [192] [935] speed [50] + [0]\n ground [960] [192] [490] [195] DIRT? []\n ground [860] [200] [490] [203] DIRT? []\nelse\n change [v1 v] by (1)\nend\nif <<(_degrees) < [270]> and <(_degrees) > [185]>> then\n moving lava 1 [220] [525] [240] [495] 2 [220] [513] [240] [495] vel. [150] + [95]\n ground [930] [206] [490] [209] DIRT? []\n ground [810] [214] [490] [217] DIRT? []\n ground [850] [218] [490] [221] DIRT? []\n ground [680] [223] [490] [227] DIRT? []\n ground [580] [227] [490] [233] DIRT? []\nend\nif <<(((_degrees) + (-50)) mod (360)) > [150]> and <((_degrees) mod (-360)) < [20]>> then\n moving lava 1 [240] [525] [285] [495] 2 [240] [513] [285] [495] vel. [150] + [40]\n moving lava 1 [305] [520] [330] [500] 2 [305] [512] [330] [500] vel. [130] + [20]\n ground [635] [240] [500] [244] DIRT? []\n ground [600] [249] [500] [253] DIRT? []\n moving platform 1 [256] [550] [262] [500] 2 [274] [550] [280] [500] speed [60] + [0]\n ground [550] [280] [500] [291] DIRT? []\n ground [620] [290] [500] [305] DIRT? []\n ground [660] [313] [625] [325] DIRT? []\n ground [530] [322] [500] [332] DIRT? []\n ground [605] [330] [580] [335] DIRT? []\nend\n\ndefine moving platform 1 (º1) (h1) (º2) (h2) 2 (º3) (h3) (º4) (h4) speed (vel.) + (+)\nset [vel-sine v] to (([sin v] of (((timer) + (+)) * (vel.)) ) + (1))\nif <<((((((º4) - (º2)) / (2)) * (vel-sine)) + (º2)) mod (360)) > (((_degrees) + (-1)) mod (360))> and <(((_degrees) + (1)) mod (360)) > ((((((º3) - (º1)) / (2)) * (vel-sine)) + (º1)) mod (360))>> then\n if <<(((((h3) - (h1)) / (2)) * (vel-sine)) + (h1)) > ((_y position) + (-40))> and <((_y position) + (-16)) > (((((h3) - (h1)) / (2)) * (vel-sine)) + (h1))>> then\n change [_degrees v] by (((vel-sine) - (item (v1) of [vel sine v])) * ([abs v] of (((º3) - (º1)) / (2)) ))\n end\nend\nground (((((h3) - (h1)) / (2)) * (vel-sine)) + (h1)) (((((º3) - (º1)) / (2)) * (vel-sine)) + (º1)) (((((h4) - (h2)) / (2)) * (vel-sine)) + (h2)) (((((º4) - (º2)) / (2)) * (vel-sine)) + (º2)) DIRT? []\nreplace item (v1) of [vel sine v] with (vel-sine)\nchange [v1 v] by (1)\n\ndefine moving lava 1 (º1) (h1) (º2) (h2) 2 (º3) (h3) (º4) (h4) vel. (vel.) + (+)\nset [vel-sine v] to (([sin v] of (((timer) * (vel.)) + (+)) ) + (1))\nlava en (((((º3) - (º1)) / (2)) * (vel-sine)) + (º1)) (((((h3) - (h1)) / (2)) * (vel-sine)) + (h1)) (((((º4) - (º2)) / (2)) * (vel-sine)) + (º2)) (((((h4) - (h2)) / (2)) * (vel-sine)) + (h2))\n\nwhen I receive [tick v]\nrepeat (1)\n render\nend\n\ndefine setup mp\ndelete all of [vel sine v]\nrepeat (6)\n add [] to [vel sine v]\nend\n\nwhen flag clicked\nsetup mp\n\nset pen color to (#da7f2a)\n\n@Multiplayer v1.3\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (0.8) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000099991036565656565656565656565656565656565656565]\n set [☁ c1 v] to (Save)\n wait (0.1) seconds\n set [☁ c2 v] to (Save)\n wait (0.1) seconds\n set [☁ c3 v] to (Save)\n wait (0.1) seconds\n set [☁ c4 v] to (Save)\n wait (0.1) seconds\n set [☁ c5 v] to (Save)\n wait (0.1) seconds\n set [☁ c6 v] to (Save)\n wait (0.1) seconds\n set [☁ c7 v] to (Save)\n wait (0.1) seconds\n set [☁ c8 v] to (Save)\n wait (0.1) seconds\n set [☁ c9 v] to (Save)\n wait (0.1) seconds\n set [☁ c10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.4) seconds\n Kick AFK (join (join (join (join (join (join (join (join (join (☁ c1) (☁ c2)) (☁ c3)) (☁ c4)) (☁ c5)) (☁ c6)) (☁ c7)) (☁ c8)) (☁ c9)) (☁ c10))\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [☁ c1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [☁ c2 v] to (value)\n else\n if <(@player) = [3]> then\n set [☁ c3 v] to (value)\n else\n if <(@player) = [4]> then\n set [☁ c4 v] to (value)\n else\n if <(@player) = [5]> then\n set [☁ c5 v] to (value)\n else\n if <(@player) = [6]> then\n set [☁ c6 v] to (value)\n else\n if <(@player) = [7]> then\n set [☁ c7 v] to (value)\n else\n if <(@player) = [8]> then\n set [☁ c8 v] to (value)\n else\n if <(@player) = [9]> then\n set [☁ c9 v] to (value)\n else\n if <(@player) = [10]> then\n set [☁ c10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nrepeat ((length of (input)) / (55))\n Import string to letter [4] of input from (input)\n Import string to letter [4] of input from (input)\n Import string to letter [4] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (0.8) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.2) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ c1) (☁ c2)) (☁ c3)) (☁ c4)) (☁ c5)) (☁ c6)) (☁ c7)) (☁ c8)) (☁ c9)) (☁ c10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (join (join (join ((round (_degrees)) + (5000)) ((round (_y position)) + (5000))) (join (pick random (1111) to (9999)) ((chat-selection) + (10)))) (localcostume)) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n wait (0.2) seconds\n forever\n if <<not <(item ((@Player) * (6)) of [cloud list v]) = (username_encoded)>> and <<not <(@Player) = [afk]>> and <not <(@Player) = [full]>>>> then\n set [@player v] to [error]\n broadcast (Error v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n set [@player v] to [full]\n stop [this script v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <<key (any v) pressed?> or <mouse down?>> then\n set [key-press v] to [0]\nend\n\ndefine SETUP\nset [active players v] to [0]\nset [active player_ui v] to [0]\nshow variable [active player_ui v]\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\nEncode (username) [20]\nset [username_encoded v] to (output)\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active players v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active players v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n set [var v] to [46]\n replace item (c_3) of [pulse v] with []\n repeat (4)\n replace item (c_3) of [pulse v] with (join (item (c_3) of [pulse v]) (letter (((c_3) * (55)) - (var)) of (join (join (join (join (join (join (join (join (join (☁ c1) (☁ c2)) (☁ c3)) (☁ c4)) (☁ c5)) (☁ c6)) (☁ c7)) (☁ c8)) (☁ c9)) (☁ c10))))\n change [var v] by (-1)\n end\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK (input)\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (join (join (letter (((c_3) * (55)) - (46)) of (input)) (letter (((c_3) * (55)) - (45)) of (input))) (join (letter (((c_3) * (55)) - (44)) of (input)) (letter (((c_3) * (55)) - (43)) of (input))))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\ndetermine players\n\nwhen I receive [tick v]\nif <<(mouse x) < [-183]> and <(mouse y) > [150]>> then\n set [active player_ui v] to (join (Active Players) [ online])\nelse\n set [active player_ui v] to (Active Players)\nend\n\nwhen I receive [disconnect v]\nset [@player v] to [null]\nstop [other scripts in sprite v]\nforever\n reset timer\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n wait (1) seconds\n set [key-press v] to [0]\n forever\n wait (1) seconds\n change [key-press v] by (1)\n if <<(FPS) < [9]> and <(key-press) > [10]>> then\n set [@player v] to [afk]\n forever\n reset timer\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\n@player_code\n\ndefine collision?\nset [collide? v] to [0]\nset [c1 v] to [0]\nif <((_y position) - (15)) < [498]> then\n set [collide? v] to [1]\nend\nrepeat ((length of [ground v]) / (4))\n change [c1 v] by (4)\n if <<(item ((c1) - (2)) of [ground v]) > ((_y position) + (-18))> and <((_y position) + (16)) > (item (c1) of [ground v])>> then\n if <<((item ((c1) - (1)) of [ground v]) mod (360)) > (((_degrees) + (-1.2)) mod (360))> and <(((_degrees) + (1.2)) mod (360)) > ((item ((c1) - (3)) of [ground v]) mod (360))>> then\n set [collide? v] to [1]\n end\n end\nend\n\ndefine player\nchange [y_vel v] by (-0.8)\nchange [_y position v] by (round (y_vel))\ncollision?\nif <(collide?) = [1]> then\n repeat until <(collide?) = [0]>\n if <(y_vel) > [0]> then\n change [_y position v] by (-1)\n else\n change [_y position v] by (1)\n end\n collision?\n end\n set [y_vel v] to [0]\n change [_y position v] by (-3)\n collision?\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (([y position v] of [player v]) + (20))>>> and <(collide?) = [1]>> then\n if <(pause) = [0]> then\n change [y_vel v] by (12.5)\n end\n end\n change [_y position v] by (3)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [30]>>> then\n if <(pause) = [0]> then\n change [x_vel v] by (0.17)\n end\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-30]>>> then\n if <(pause) = [0]> then\n change [x_vel v] by (-0.17)\n end\nend\nchange x by (x_vel)\nchange [rotation-x-scroll v] by (((_degrees) - (rotation-x-scroll)) / (6))\nchange [center-y-scroll v] by (((((-50) - (_y position)) / ((100) / (size))) - ((center-y-scroll) / ((100) / (size)))) / (8))\nset [x_vel v] to ((x_vel) * (0.65))\nlava\n\nwhen flag clicked\nset [size v] to [25]\nset [center-y-scroll v] to [-480]\nset [rotation-x-scroll v] to [0]\nset [_y position v] to [530]\nset [_degrees v] to [0]\nset [size v] to [25]\nset [y_vel v] to [0]\nbroadcast (intro v)\n\nwhen I receive [intro v]\nif <(size) = [25]> then\n repeat until <(size) > [35]>\n change [size v] by (((size) - (13)) / (13))\n end\n repeat until <(size) > [67]>\n change [size v] by (1.7)\n end\n repeat until <(size) > [99.8]>\n change [size v] by (((105) - (size)) / (21.5))\n end\n set [size v] to [100]\nelse\n repeat until <(size) > [64]>\n change [size v] by (((size) - (30)) / (15))\n end\n repeat until <(size) > [76]>\n change [size v] by (1.85)\n end\n repeat until <(size) > [99.8]>\n change [size v] by (((102) - (size)) / (13.7))\n end\n set [size v] to [100]\nend\n\nwhen I receive [tick v]\nplayer\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [y_vel v] to [10]\nend\n\ndefine change x by (i)\nchange [_degrees v] by (i)\ncollision?\nif <(collide?) = [1]> then\n repeat until <(collide?) = [0]>\n change [_degrees v] by ((0) - (x_vel))\n collision?\n end\n set [x_vel v] to [0]\nend\n\ndefine lava\nset [c1 v] to [0]\nrepeat ((length of [lava v]) / (4))\n change [c1 v] by (4)\n if <<(item ((c1) - (2)) of [lava v]) > ((_y position) + (-5))> and <((_y position) + (16)) > (item (c1) of [lava v])>> then\n if <<((item ((c1) - (1)) of [lava v]) mod (360)) > (((_degrees) + (-1)) mod (360))> and <(((_degrees) + (1)) mod (360)) > ((item ((c1) - (3)) of [lava v]) mod (360))>> then\n set [size v] to [50]\n broadcast (intro v)\n repeat (2)\n set [_degrees v] to (cx)\n set [_y position v] to (cy)\n set [rotation-x-scroll v] to (cx)\n set [center-y-scroll v] to (cc)\n end\n set [y_vel v] to [0]\n end\n end\nend\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n set [_degrees v] to [170]\n set [_y position v] to [750]\n set [rotation-x-scroll v] to [170]\nend\n\n@@Cloud_Players\n\nwhen I start as a clone\nshow\nsay []\nset rotation style [all around v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player) (x) (y)\nif <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\nend\nchange x by (((x) - (x position)) / (2.5555555555))\nchange y by (((y) - (y position)) / (2.5555555555))\nset size to ((size) - (20)) %\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\npoint in direction ((([atan v] of ((x position) / ((y position) - ((center-y-scroll) + (((110) - (size)) * (3))))) ) + (<not <((center-y-scroll) + (((110) - (size)) * (3))) > (y position)>> * (180))) + (-90))\nshow\nif <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-185]> or <(y position) > [185]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\nelse\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [185]> and <(y position) > [-185]>>> then\n switch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\n point in direction ((([atan v] of ((x position) / ((y position) - ((center-y-scroll) + (((110) - (size)) * (3))))) ) + (<not <((center-y-scroll) + (((110) - (size)) * (3))) > (y position)>> * (180))) + (-90))\n end\nend\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n if <<<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> and <not <(costume [name v]) = [arrow]>>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID) ((((item (((@ID) * (6)) - (4)) of [cloud list v]) - (5000)) * ((size) / (100))) * ([sin v] of (((item (((@ID) * (6)) - (5)) of [cloud list v]) - (5000)) - (rotation-x-scroll)) )) (((center-y-scroll) + (((110) - (size)) * (3))) + ((((item (((@ID) * (6)) - (4)) of [cloud list v]) - (5000)) * ((size) / (100))) * ([cos v] of (((item (((@ID) * (6)) - (5)) of [cloud list v]) - (5000)) - (rotation-x-scroll)) )))\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <(@ID) = (@Player)> then\n else\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\n@player\n\ndefine position\ngo to x: (((_y position) * ((size) / (100))) * ([sin v] of ((_degrees) - (rotation-x-scroll)) )) y: (((center-y-scroll) + (((110) - (size)) * (3))) + (((_y position) * ((size) / (100))) * ([cos v] of ((_degrees) - (rotation-x-scroll)) )))\npoint in direction ((([sin v] of (x position) ) * (8)) + (90))\nset size to ((size) - (20)) %\nsay (item (chat-selection) of [chat list v])\nif <(pause) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [30]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-30]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\nelse\n switch costume to (3a v)\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [tick v]\nposition\n\nwhen this sprite clicked\nset [chat-open? v] to ((1) - (chat-open?))\nif <(chat-open?) = [1]> then\n ask [Which item of chat?] and wait\n set [chat-selection v] to (answer)\n broadcast (mobile v)\nend\n\n@Flash\n\nwhen I receive [intro v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nwait (0.15) seconds\nrepeat (13)\n change [ghost v] effect by (8)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nset [time-score v] to [0]\nwait until <<key (any v) pressed?> or <mouse down?>>\nforever\n if <(cx) = [343]> then\n stop [this script v]\n end\n change [time-score v] by (1)\n wait (1) seconds\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@signs\n\nwhen flag clicked\nset [cx v] to [0]\nset [cc v] to [-480]\nset [cy v] to [515]\nclone @ [60] [565] [-10]\nclone @ [91] [1026] [-10]\nclone @ [121.4] [864] [80]\nclone @ [222.5] [790] [80]\nclone @ [-16.1] [488] [0]\nclone @ [-16] [488] [0]\nclone @ [301] [646] [-10]\nclone @ [167.1] [846] [0]\nclone @ [167] [843] [0]\nhide\nforever\n erase all\n Run\nend\n\ndefine Run\nsign @ [60] [565] direction [-10] clone? [0]\nsign @ [91] [1026] direction [-10] clone? [0]\nsign @ [121.4] [864] direction [80] clone? [0]\nsign @ [222.5] [790] direction [80] clone? [0]\nsign @ [301] [646] direction [-10] clone? [0]\nbroadcast (Tick v)\n\ndefine sign @ (x) (y) direction (d) clone? (c)\nif <(c) = [1]> then\n positon (x) (y) (d)\n if <<(join (@x) [A]) = [-16.1A]> or <(join (@x) [A]) = [167.1A]>> then\n switch costume to (join [flag] (@flag))\n go to [back v] layer\n else\n if <<(@x) = [-16]> or <(@x) = [167]>> then\n switch costume to (cover v)\n go to [back v] layer\n go [forward v] (5) layers\n else\n switch costume to (sign v)\n go to [back v] layer\n end\n end\nelse\n if <<(((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) > [-280]> and <(((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) < [280]>> then\n positon (x) (y) (d)\n switch costume to (base v)\n stamp\n end\nend\n\ndefine clone @ (x) (y) (d)\nset [@x v] to (x)\nset [@y v] to (y)\nset [@deg v] to (d)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo [backward v] (999) layers\nset [@flag v] to [0]\nif <(join (@x) [A]) = [-16.1A]> then\n switch costume to (flag0 v)\n wait (3) seconds\n forever\n if <touching (player v)?> then\n set [cc v] to [-480]\n set [cx v] to [343]\n set [cy v] to [515]\n broadcast (win v)\n repeat (5)\n change [brightness v] effect by (20)\n change [@deg v] by (((30) - (@deg)) / (1.5))\n end\n set [@flag v] to [1]\n wait (0.04) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n repeat until <(@deg) < [0.3]>\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n set [@deg v] to [0]\n stop [this script v]\n end\n end\nelse\n if <(join (@x) [A]) = [167.1A]> then\n switch costume to (flag0 v)\n wait (3) seconds\n forever\n if <touching (player v)?> then\n set [cc v] to [-250]\n set [cx v] to [167]\n set [cy v] to [868]\n repeat (5)\n change [brightness v] effect by (20)\n change [@deg v] by (((30) - (@deg)) / (1.5))\n end\n set [@flag v] to [1]\n wait (0.04) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n repeat until <(@deg) < [0.3]>\n change [@deg v] by (((0) - (@deg)) / (6))\n end\n set [@deg v] to [0]\n stop [this script v]\n end\n end\n end\nend\n\ndefine positon (x) (y) (d)\nset size to (size) %\nswitch costume to (costume1 v)\ngo to x: (((y) * ((size) / (100))) * ([sin v] of ((x) - (rotation-x-scroll)) )) y: (((center-y-scroll) + (((110) - (size)) * (3))) + (((y) * ((size) / (100))) * ([cos v] of ((x) - (rotation-x-scroll)) )))\npoint in direction ((d) + ((([atan v] of ((x position) / ((y position) - ((center-y-scroll) + (((110) - (size)) * (3))))) ) + (<not <((center-y-scroll) + (((110) - (size)) * (3))) > (y position)>> * (180))) + (-90)))\n\nwhen I receive [tick v]\nrepeat (1)\n sign @ (@x) (@y) direction (@deg) clone? [1]\nend\n\n@particles\n\nwhen I receive [win v]\nif <(costume [name v]) = [blank]> then\n set [color v] effect to (0)\n repeat (pick random (9) to (12))\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nswitch costume to (blank v)\nhide\n\ndefine move (x vel)\nset size to (50) %\nswitch costume to (particle v)\nclear graphic effects\nshow\nrepeat (20)\n go to [back v] layer\n change x by (x vel)\n change y by (@YV)\n change [@yv v] by (-1)\n change size by (-1)\n change [ghost v] effect by (1)\nend\nrepeat (7)\n go to [back v] layer\n change x by (x vel)\n change y by (@YV)\n change [@yv v] by (-1)\n change [ghost v] effect by (11.5)\n change size by (-1)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to (player v)\nset [@yv v] to (pick random (11) to (14))\nmove (pick random (-4.5) to (4.5))\n\n@UI/alerts\n\nwhen flag clicked\nset [pause v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (splash-screen v)\nset [@id v] to [ov]\ncreate clone of (_myself_ v)\nset [@id v] to [null]\n\nwhen I receive [win v]\nif <(@id) = [null]> then\n switch costume to (splash-screen v)\n hide\n wait (1) seconds\n set [pause v] to [1]\n go to [front v] layer\n wait (1.25) seconds\n go to x: (0) y: (-200)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n wait (0.1) seconds\n repeat until <(y position) > [-0.5]>\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (7))\n end\n wait (0.2) seconds\n draw (TIME-SCORE)\n wait (1.5) seconds\n set [@id v] to [button]\n create clone of (_myself_ v)\n set [@id v] to [null]\nelse\n if <(@id) = [ov]> then\n hide\n set [ghost v] effect to (100)\n switch costume to (overlay v)\n wait (2.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@id) = [number]> then\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(@id) = [ov]> then\n go to [front v] layer\n hide\nelse\n if <(@id) = [val]> then\n set [@id v] to [number]\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(@id) = [button]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (button00 v)\n set size to (130) %\n show\n set [ghost v] effect to (100)\n repeat until <(size) < [100.3]>\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\n set size to (100) %\n forever\n switch costume to (hitbox10 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (button10 v)\n if <mouse down?> then\n broadcast (continue v)\n stop [this script v]\n end\n else\n switch costume to (hitbox01 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (button01 v)\n if <mouse down?> then\n broadcast (disconnect v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n else\n switch costume to (button00 v)\n end\n end\n end\n end\n end\nend\n\ndefine draw (time)\ngo to x: ((25) - (((length of (time)) + (5)) * (6.15))) y: (-60)\nset size to (80) %\nset [@id v] to [val]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (30)\nchange y by (5)\nset size to (27) %\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [val]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset [@id v] to [null]\nset size to (100) %\nswitch costume to (splash-screen v)\ngo to x: (0) y: (0)\n\nwhen I receive [continue v]\nset [pause v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [chat-open? v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Noooooo!] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Do you wan't to be friends?] to [chat list v]\nhide\nset [ghost v] to [100]\nset [chat-open? v] to [0]\ngo to [front v] layer\nforever\n set [ghost v] effect to (ghost)\n if <(chat-open?) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat-selection v] to [0]\nforever\n if <(chat-open?) = [1]> then\n if <key (1 v) pressed?> then\n reset\n set [chat-selection v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat-selection v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat-selection v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat-selection v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat-selection v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat-selection v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat-selection v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat-selection v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat-selection v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\n if <(chat reset) > [5]> then\n set [chat-selection v] to [0]\n end\nend\n\ndefine reset\nset [chat-open? v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [chat-open? v] to ((1) - (chat-open?))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\n
          ◆ Rotate ◆\n      ◆ 360° Multiplayer Platformer ◆\n\nPlease ❤ & ⭐! They hate being gray!\n\nGo to Server 2 If it gets full or high traffic: https://scratch.mit.edu/projects/411363368/\n\nRemove LAG:\n-restart your device\n-plug it into the charger\n-close other tabs\n\nThanks to @GonSanVi for the 360 engine!\n        ✦✦✦How to play✦✦✦\n➜ [WASD], arrows, or tap to move\n➜ [T] to chat, [#] to choose phrase\n➜ TAP on player to chat (mobile)\n➜ [N] to toggle names\n➜ Get to the end flag and tell us your time!\n         ✦✦✦News✦✦✦\n(7/13/20) Project shared!\n\nCredits:\n@GonSanVi for the 360 engine\n@TimMcCool for checkpoint flags and signs\n@StratfordJames for the multiplayer engine\n\n#games #art #pen #planet #rotate #multiplayer #trending #scrolling #platformer
2.5d Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Delightful D v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\ngo to x: (-217) y: (-20)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nhide\nbroadcast (LOAD LEVEL v) and wait\ngo to x: (-181) y: (117)\nshow\n\nwhen I receive [start v]\nswitch costume to (costume)\nhide\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (LOAD LEVEL v) and wait\nshow\ngo to x: (-181) y: (117)\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#54f200)?> then\n change y by (1)\n end\n if <touching color (#54f200)?> then\n change y by (1)\n end\n if <touching color (#54f200)?> then\n change y by (1)\n end\n if <touching color (#54f200)?> then\n change y by (1)\n end\n if <touching color (#54f200)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#54f200)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#54f200)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#00b0f2)?> then\n set [y v] to [22]\n end\n if <touching color (#c8c8c8)?> then\n broadcast (Die v)\n end\n if <touching color (#f20303)?> then\n broadcast (Die v)\n end\nend\n\n@Ground\n\nwhen I receive [load level v]\nswitch costume to (level)\nerase all\nhide\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nrepeat (10)\n stamp\n change x by (-2)\n change y by (-2)\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nerase all\nhide\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nrepeat (10)\n stamp\n change x by (-2)\n change y by (-2)\n change [brightness v] effect by (5)\nend\n\n@Text\n\nwhen I receive [load level v]\nswitch costume to (level)\nerase all\nhide\ngo to x: (0) y: (0)\nset [brightness v] effect to (-30)\nrepeat (3)\n stamp\n change x by (-2)\n change y by (-2)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Dispay\n\nwhen flag clicked\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\nend\n\nwhen I receive [nextcostume v]\nnext costume\nrepeat (10)\n change size by (1)\nend\nrepeat (10)\n change size by (-1)\nend\nset size to (100) %\n\nwhen I receive [prevcostume v]\nswitch costume to ((costume [number v]) - (1))\nrepeat (10)\n change size by (1)\nend\nrepeat (10)\n change size by (-1)\nend\nset size to (100) %\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n set [costume v] to (costume [number v])\nend\n\n@Dispay2\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Nextcostume v) and wait\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Dispay3\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (prevcostume v) and wait\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Start\n\nwhen flag clicked\nshow\nwait (1) seconds\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\n\n
Welcome to my first 2.5D platformer!\nUse the arrow keys/WAD/drag to move.\nDon't touch lava or spikes\nLove and favourite!
Scrolling Platformer Engine #games #all
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@player1\n\nwhen I receive [1 v]\nforever\n go to\nend\n\nwhen I receive [go v]\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (1)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by (-1)\n end\nend\n\ndefine player1\nset [player1 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x1) + (scrollx))) (join [000] (round ((y1) + (scrolly)))))))))))\n\ndefine go to\nset [repeat v] to (length of (player1))\nset [number v] to (letter (repeat) of (player1))\nrepeat until <<(letter ((repeat) + (-2)) of (player1)) = [0]> and <<(letter ((repeat) + (-1)) of (player1)) = [0]> and <(letter ((repeat) + (-3)) of (player1)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (player1)) (NUMBER))\nend\nset y to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (player1))\nrepeat until <<<(letter ((repeat) + (-2)) of (player1)) = [0]> and <<(letter ((repeat) + (-1)) of (player1)) = [0]> and <(letter ((repeat) + (-3)) of (player1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (player1)) (NUMBER))\nend\nset x to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (player1))\nrepeat until <<<(letter ((repeat) + (-2)) of (player1)) = [0]> and <<(letter ((repeat) + (-1)) of (player1)) = [0]> and <(letter ((repeat) + (-3)) of (player1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (player1)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (player1))\nrepeat until <<<(letter ((repeat) + (-2)) of (player1)) = [0]> and <<(letter ((repeat) + (-1)) of (player1)) = [0]> and <(letter ((repeat) + (-3)) of (player1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (player1)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n switch costume to (player v)\n show\nend\n\nwhen flag clicked\nbroadcast (1 v)\nbroadcast (go v)\nset [coins v] to [0]\n\nwhen I receive [died v]\nset [y1 v] to ((respawn y) * (1))\nset [x1 v] to ((respawn x) * (1))\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\nset [scrollx v] to ((respawn x) * (-1))\nset [scrolly v] to ((respawn y) * (-1))\n\nwhen I receive [1 v]\nhide\nset [y1 v] to [0]\nset [x1 v] to [0]\nset [yvel1 v] to [0]\nset [xvel1 v] to [0]\nset [scrolly v] to [-100]\nset [scrollx v] to [0]\nshow\nforever\n show\n if <<key (space v) pressed?> or <<touching color (#66c9ff)?> or <touching (_edge_ v)?>>> then\n broadcast (died v)\n end\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (0.9))\n change [x1 v] by (xvel1)\n set x to ((x1) + (scrollx))\n set size to (100) %\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change y by (1)\n change [y1 v] by (1)\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change y by (1)\n change [y1 v] by (1)\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change y by (1)\n change [y1 v] by (1)\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change y by (1)\n change [y1 v] by (1)\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change y by (1)\n change [y1 v] by (1)\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change x by ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1.1))\n change y by (-5)\n change [y1 v] by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yvel1 v] to [12]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-10]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [10]\n end\n end\n else\n set [xvel1 v] to [0]\n end\n player1\n go to\n end\n end\n end\n end\n end\n end\n change [yvel1 v] by (-1)\n if <(yvel1) < [-20]> then\n set [yvel1 v] to [-20]\n end\n change [y1 v] by (yvel1)\n set y to ((y1) + (scrolly))\n if <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n change [scrolly v] by ((y position) * (-.3))\n change [scrollx v] by ((x position) * (-.3))\n change y by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <<touching color (#00ffbb)?> or <<touching color (#60d5b6)?> or <touching color (#775c35)?>>>> then\n set [yvel1 v] to [13]\n end\n change y by (1)\n player1\n go to\nend\n\n@ground\n\nwhen flag clicked\nhide\nforever\n broadcast (reset clones v)\n erase all\n spikes [10] [-11]\n check point [0] [-8]\n check point [29] [45]\n scroll place [0] [0] [1]\n scroll place [1] [0] [2]\n scroll place [1] [1.3] [3]\n scroll place [-.3] [2.903] [1]\n hide\nend\n\ndefine scroll place (x) (y) (custom)\npoint in direction (90)\nswitch costume to (custom)\ngo to x: (((x) * (400)) + (scrollx)) y: (((y) * (180)) + (scrolly))\nif <<(round (((x) * (400)) + (scrollx))) = (round (x position))> and <(round (((y) * (180)) + (scrolly))) = (round (y position))>> then\n stamp\nend\n\ndefine spikes (x) (y)\npoint in direction (spin)\nswitch costume to (costume5 v)\ngo to x: (((x) * (10)) + (scrollx)) y: (((y) * (10)) + (scrolly))\nif <<(round (((x) * (10)) + (scrollx))) = (round (x position))> and <(round (((y) * (10)) + (scrolly))) = (round (y position))>> then\n stamp\nend\n\nwhen flag clicked\nset [spin v] to [0]\nforever\n change [spin v] by (5)\nend\n\ndefine check point (x) (y)\npoint in direction (90)\nswitch costume to (costume4 v)\ngo to x: (((x) * (10)) + (scrollx)) y: (((y) * (10)) + (scrolly))\nif <<(round (((x) * (10)) + (scrollx))) = (round (x position))> and <(round (((y) * (10)) + (scrolly))) = (round (y position))>> then\n stamp\nend\nshow\nif <touching (player1 v)?> then\n set [respawn x v] to ((x) * (10))\n set [respawn y v] to ((y) * (10))\nend\nhide\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\n
Use arrow keys\n\nRemix and make your own scrolling platformer!! pls make it bigger :)\n\nIncludes: \n wall jumping\n slope physics\n dangers\n x and y vel\n mobile friendly
Spaghetti || Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Funny Background MusicSilly And Awkward Comedy Music v] until done\n play sound [NO COPYRIGHT Comedy Music Sneaky Background Music Free Use for Prank Video MUSIC4VIDEO v] until done\nend\n\nwhen I receive [go v]\nplay sound [badum-tss v] until done\n\n@Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((120) - ((size) / (3)))\n set [ghost v] effect to (20)\n point in direction (89)\n if <mouse down?> then\n wait until <not <mouse down?>>\n Play\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n point in direction (90)\n change size by ((100) - ((size) / (3)))\n set [ghost v] effect to (-10)\n end\nend\n\ndefine Play\nbroadcast (go v)\nhide\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (1) %\nforever\n change size by ((3) + ((6) * ([cos v] of (((timer) - (6)) * (290)) )))\nend\n\n@Dude\n\nwhen flag clicked\nhide\n\ndefine Platform Gravity: (gravity) Jump Height (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to ((friction) * ((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))))\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 I receive [go v]\nshow\ngo to x: (-200) y: (-40)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height [15] Side Movement Speed [3] Friction [.7] Slope: [8]\nend\n\nwhen I receive [go v]\nswitch costume to (potato v)\nforever\n if <key (right arrow v) pressed?> then\n if <key (left arrow v) pressed?> then\nend\n\nchange x by (10)\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n broadcast (Next Level v)\n wait (1) seconds\n end\nend\n\nset [slope v] to [-1]\n\nwhen I receive [next level v]\nbroadcast (go v)\n\nwhen [r v] key pressed\nbroadcast (go v)\n\nwhen I receive [ataaaaaaack v]\nshow\ngo to x: (-200) y: (-80)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height [15] Side Movement Speed [3] Friction [.7] Slope: [8]\nend\n\nwhen I receive [eleveny leven v]\nstop [other scripts in sprite v]\ngo to x: (-200) y: (-80)\nshow\nwait (2) seconds\nnext costume\nwait (2.6) seconds\nnext costume\nwait (2.6) seconds\nnext costume\nwait (2.6) seconds\nnext costume\nbroadcast (cuz v)\n\nwhen flag clicked\nbroadcast (walk v)\n\nwhen I receive [walk v]\nset rotation style [left-right v]\npoint in direction (90)\n\n@Level\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (1 v)\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [go v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nforever\n change [whirl v] effect by (1)\nend\n\nwhen I receive [go v]\nif <(costume [number v]) = [1]> then\n broadcast (1 v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (2 v)\nend\nif <(costume [number v]) = [3]> then\n broadcast (3 v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (4 v)\nend\nif <(costume [number v]) = [5]> then\n broadcast (5 v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (6 v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (7 v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (8 v)\nend\nif <(costume [number v]) = [9]> then\n broadcast (9 v)\nend\nif <(costume [number v]) = [10]> then\n broadcast (10 v)\nend\nif <(costume [number v]) = [12]> then\n broadcast (eleveny leven v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (11 v)\nend\nif <(costume [number v]) = [14]> then\n broadcast (end v)\nend\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\n\nwhen I receive [you win v]\nswitch costume to (end v)\nwait until <([costume # v] of [square man v]) = [8]>\nswitch costume to (end2 v)\n\nwhen I receive [eleveny leven v]\nwait (0.0000000001) seconds\nswitch costume to (end v)\n\nswitch costume to (spill2 v)\n\n@botum\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <touching (dude v)?> then\n broadcast (go v)\n end\nend\n\n@end\n\nwhen flag clicked\ngo to x: (202) y: (0)\nforever\n if <touching (dude v)?> then\n broadcast (Next Level v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\n\nwhen flag clicked\n\nwhen I receive [you win v]\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nforever\n if <touching (dude v)?> then\n broadcast (Next Level v)\n wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\n\n\nwhen I receive [eleveny leven v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@ded\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <touching (dude v)?> then\n broadcast (go v)\n end\nend\n\nshow\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [6 v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [10 v]\nshow\nswitch costume to (costume4 v)\n\nwhen I receive [11 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n@square man\n\nwhen flag clicked\nhide\n\nwhen I receive [eleveny leven v]\nstop all sounds\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [ataaaaaaack v]\nforever\n if <touching (dude v)?> then\n broadcast (eleveny leven v)\n end\nend\n\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [cuz v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nstop [other scripts in sprite v]\nshow\nwait (1) seconds\nnext costume\nwait (2.6) seconds\nnext costume\nwait (2.6) seconds\nnext costume\nbroadcast (ataaaaaaack v)\nwait (0.78) seconds\nglide (1.12) secs to x: (-330) y: (0)\nstart sound [splat v]\nrepeat (4)\n next costume\nend\nif <touching (dude v)?> then\n wait (0.1) seconds\n broadcast (YOU WIN v)\n hide\nelse\n broadcast (YOU WIN v)\nend\n\nwhen I receive [hi v]\n\nbroadcast (eleveny leven v)\n\nwhen I receive [eleveny leven v]\nshow\n\nwhen flag clicked\n\nwhen I receive [end v]\nforever\n if <([costume # v] of [level v]) = [14]> then\n hide\n end\nend\n\n
Arrow Keys To Movey Move around the screeeeen.\n'R' to restart the level. (you probably won't need it though).\nGet to the other side of the screen to proceed to the next Level.\nDon't touch spikey things (spikes)\nDefeat the boss, and win nothing! :D\n\nGood luck on you quest for justice!\n\nYeah, this is probably gonna be my second last project I post unless something happens and I come back. (._.)\nI hope you all like it! :D\nBtw: The last project I post will be The COMPLETED BIRDS MAP. yeah I'm still doing that.\n\nAlso, sorry the boss is kinda glitchy. I couldn't figure out how to fix it.\nAt the end you have super speed. :P
Desert || Scrolling Platformer
@Stage\n\nwhen I receive [end intro v]\nforever\n play sound [myinstants.download v] until done\n play sound [myinstants.download2 v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\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 set [scroll x v] to [0]\n set [scroll y v] to [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n end\n end\nend\n\nClone At x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\n\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer2 v] to (timer)\nend\n\nwhen [timer v] > (Timer2)\nswitch backdrop to (backdrop3 v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@ Lava \n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n 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 [ghost v] effect to (10)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) (((y) + ((2) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) (((y) + ((5) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [mario-coin-sound-effect v]\n change [collected v] by (1)\n if <<(Collected) = (Collected Max)> or <(Collected) > (Collected Max)>> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected max v] to [0]\nif <(Level) = [1]> then\n switch costume to (coin v)\n if <<(Checkpoint) = [0]> and <not <<(Collected) = [1]> or <(Collected) > [1]>>>> then\n Clone At x: [352] y: [34]\n end\n if <<(Checkpoint) = [0]> and <not <<(Collected) = [2]> or <(Collected) > [2]>>>> then\n Clone At x: [683] y: [35]\n end\n if <<(Checkpoint) = [0]> and <not <<(Collected) = [3]> or <(Collected) > [3]>>>> then\n Clone At x: [994] y: [20]\n end\n if <<(Checkpoint) = [0]> and <not <<(Collected) = [4]> or <(Collected) > [4]>>>> then\n Clone At x: [1404] y: [180]\n end\n if <<(Checkpoint) = [0]> and <not <<(Collected) = [5]> or <(Collected) > [5]>>>> then\n Clone At x: [1787] y: [180]\n end\nelse\n if <(Level) = [2]> then\n switch costume to (coin v)\n set [collected v] to [0]\n if <not <<(Collected) = [1]> or <(Collected) > [1]>>> then\n Clone At x: [156] y: [39]\n end\n if <not <<(Collected) = [2]> or <(Collected) > [2]>>> then\n Clone At x: [412] y: [26]\n end\n if <not <<(Collected) = [3]> or <(Collected) > [3]>>> then\n Clone At x: [681] y: [90]\n end\n if <not <<(Collected) = [4]> or <(Collected) > [4]>>> then\n Clone At x: [1181] y: [122]\n end\n if <not <<(Collected) = [5]> or <(Collected) > [5]>>> then\n Clone At x: [1878] y: [3]\n end\n else\n if <(Level) = [3]> then\n switch costume to (coin v)\n end\n set [x v] to [-99999]\n end\n set [x v] to [-99999]\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 v] by (1)\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nchange [collect c. v] by (1)\n\nwhen flag clicked\nset [collected v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) (((y) + ((5) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\nif <<<(costume [name v]) = [open]> and <touching (player v)?>> and <<(Level) = [1]> or <(Level) = [2]>>> then\n start sound [modern-checkpoint v]\n set [exit v] to [win]\nend\nif <<(Collected) = (Collected Max)> or <(Collected) > (Collected Max)>> then\n switch costume to (open v)\nend\nif <<<(costume [name v]) = [open]> and <touching (player v)?>> and <(Level) = [3]>> then\n broadcast (END GAME v) and wait\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clone At x: [3497] y: [45]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone At x: [2170] y: [30]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone At x: [2100] y: [90]\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\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\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nswitch costume to (closed v)\nClone At x: [1400] y: [44]\n\nset [collected v] to [0]\n\n@Border\n\nwhen flag clicked\ngo to [front v] layer\n\n@GAMESTART\n\nwhen flag clicked\n\nwhen I receive [end intro v]\nbroadcast (Game On v) and wait\n\nbroadcast (end of menu v) and wait\n\n@Background\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (50)\ngo to [back v] layer\n\n@LEFT\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (LEFT v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwait (.1) seconds\n\nbroadcast (START_GAME v) and wait\n\n@RIGHT\n\nwhen I receive [green flag v]\nhide\n\nbroadcast (end intro v) and wait\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwait (.1) seconds\n\nhide\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (costume v) and wait\n broadcast (end intro v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n broadcast (START_GAME v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@Player\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\npoint in direction (90)\nhide\nchange [level v] by (1)\nbroadcast (NewLevel v) and wait\nbroadcast (Setup v) and wait\nwait (1) seconds\n\nbroadcast (end intro v) and wait\n\nwhen I receive [blank v]\nswitch costume to (1 v)\n\nwhen I receive [eye v]\nswitch costume to (2 v)\n\nwhen I receive [eye 3 v]\nswitch costume to (3 v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [teal v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [magenta v]\nswitch costume to (magenta? v)\n\nwhen flag clicked\nset [x v] to [0]\npoint in direction (90)\nhide\nset size to (100) %\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [game on v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n set [tick v] to [0]\n broadcast (Setup v) and wait\n GameOn\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n Tick\n broadcast (Clock v) and wait\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\ndefine GameOn\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Level) = [1]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Level) = [2]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n if <(Level) = [3]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n end\n end\nend\n\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\nend\n\ndefine Tick\nif <not <key (any v) pressed?>> then\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) > [0]>>> then\n if <(in air) < [5]> then\n set [sy v] to [14]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by: (sy)\nTest-die\nif <key (any v) pressed?> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (20)))\nend\nif <not <key (any v) pressed?>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (45)))\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 <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\nif <touching (platforms v)?> then\n point in direction (90)\nend\n\ndefine Change Player Y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By: (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 [scroll x v] to [0]\nset [exit v] to []\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (2)\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <touching ( lava v)?> then\n set [exit v] to [die]\nend\n\ndefine Game-Win\npoint in direction (90)\nhide\n\nwhen I receive [end intro v]\nbroadcast (Green Flag v) and wait\nshow\nbroadcast (Game On v) and wait\n\n@Costume Selection\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next v]\nnext\n\nwhen I receive [costume v]\nif <(costume [number v]) = [1]> then\n broadcast (blank v) and wait\nend\nif <(costume [number v]) = [2]> then\n broadcast (eye v) and wait\nend\nif <(costume [number v]) = [3]> then\n broadcast (eye 3 v) and wait\nend\nif <(costume [number v]) = [4]> then\n broadcast (red v) and wait\nend\nif <(costume [number v]) = [5]> then\n broadcast (yellow v) and wait\nend\nif <(costume [number v]) = [6]> then\n broadcast (green v) and wait\nend\nif <(costume [number v]) = [7]> then\n broadcast (teal v) and wait\nend\nif <(costume [number v]) = [8]> then\n broadcast (purple v) and wait\nend\nif <(costume [number v]) = [9]> then\n broadcast (magenta v) and wait\nend\n\nwhen I receive [left v]\nback\n\nrepeat (9)\nend\n\nnext costume\n\ndefine back\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (8)\n next costume\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine next\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Select2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (2)\nend\n\n@Menu BG\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\n\n@Sprite1\n\n@Game End\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\nshow\nforever\n go to [front v] layer\nend\n\n
Arrow / WASD / Mobile\nSelect the Costume you want to start the Game\nGet Coins in Order to Unlock the Portal\nThere are 3 Levels to complete, they get progressively more difficult ;)\n\nThis took a lot of effort and it would really help if you loved, favorited, and followed :)
//SATURN// A Mobile Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Plugged by -Xaf- v] until done\nend\n\nwhen I receive [game over v]\nswitch backdrop to (game over v)\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (right v)\nset [level v] to [1]\nswitch costume to (right v)\ngo to x: (-159) y: (-42)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground levels v)?> then\n Speedy\n if <touching (ground levels v)?> then\n change y by (-6)\n X Collision\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> 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 (ground levels v)?> then\n Y Collision\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <<(y position) < (mouse y)> and <(Y) < [0]>>>>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [255]> then\n go to x: (-159) y: (-42)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Next v)\n end\n if <<touching (dangers v)?> and <touching color (#ff0000)?>> then\n Death\n end\nend\n\ndefine Speedy\nrepeat (6)\n if <touching (ground levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (ground levels v)?>>\n if <(Y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (ground levels v)?>>\n if <(X) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine Death\ngo to x: (-159) y: (-42)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [game over v]\nhide\n\n@Ground Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game over v]\nhide\n\n@Dangers\n\nwhen I receive [next v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [game over v]\nhide\n\n@Stars\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set size to (pick random (40) to (90)) %\n go to x: (200) y: (pick random (-100) to (300))\n switch costume to (star v)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2) secs to x: (-200) y: (y position)\n delete this clone\nend\n\nwhen flag clicked\nwait (60) seconds\nif <not <(LEVEL) = [15]>> then\n switch costume to (dark star v)\n broadcast (Game Over v)\nend\n\n@Game Over\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Blank\n\n@Blank 2\n\n
NEW AND MUCH BETTER MULTIPLAYER GAME: https://scratch.mit.edu/projects/414678508/\n\n===============DISCLAIMER===================\nPlease don't attack me for making this a "generic platformer". I made this project for myself, not for fame. I was just messing around with some art and stuff. And if for whatever reason it gets pOpUlaR, don't hate on me for it. Also I know that you can't walk on Saturn, please stop being mean to me about it! This is just for entertainment purposes only, and I love space and like to learn about it. Also, advertising is not allowed and all advertisements will be reported. Now, onto the normal instructions! \n==============INSTRUCTIONS=================\nYou are an astronaut who has lost his/her/their way on the planet Saturn. The rocket that is supposed to take you home is about to leave without you, and you have to get back in time! Will you make it? You are timed, and only have 60 seconds!\nUse the arrow keys, WASD, or mobile controls to move!\n=============================================\nPlease don't forget to love, fave, and follow! Even though a lot of you will hate this game because there's nothing that special about it, I'm really proud! So show your support and drop a love :)\nHave a lovely day!\nLove,\nTropicalCoder13\n=============================================
GameKit 2 [Platformer Mode Only]
@Stage\n\nwhen flag clicked\nforever\n if <(playState) = [intro]> then\n switch backdrop to (bg_std v)\n end\n if <(playState) = [menu]> then\n switch backdrop to (join (join [HomeBG] [_]) (language))\n end\n if <(playState) = [modeSelect]> then\n switch backdrop to (join (join [typeSelectBG] [_]) (language))\n end\n if <(playState) = [platformer]> then\n switch backdrop to (gridplat v)\n end\n if <(playState) = [platTest]> then\n switch backdrop to (bg_std v)\n end\n if <(playState) = [isometric]> then\n switch backdrop to (iso bg v)\n end\n if <(playState) = [isoTest]> then\n switch backdrop to (bg_std v)\n end\n if <(playState) = [kart]> then\n switch backdrop to (kartbg v)\n end\n if <(playState) = [kartTest]> then\n switch backdrop to (bg_std v)\n end\n if <(playState) = [modifyPLAT]> then\n switch backdrop to (bg_std v)\n end\n if <(playState) = [isoTest]> then\n switch backdrop to (join [background_iso_] [2])\n end\n if <(playState) = [golf]> then\n switch backdrop to (bg_std v)\n end\nend\n\nwhen stage clicked\nif <(platTRANSITION) = [0]> then\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\nend\n\nwhen I receive [off v]\nstart sound [switchOFF v]\n\nwhen I receive [on v]\nstart sound [switchON v]\n\nplay sound [Music_Affinix v] until done\n\nforever\n play sound [surface_loop v] until done\nend\n\nset [pitch v] effect to (0)\n\nset [pitch v] effect to (100)\n\nwhen flag clicked\n\nplay sound [DearFriendsFromFarawayLands v] until done\n\n@initiate\n\ndefine smoothly move to x: (xdestination) y: (ydestination)\nset [initialx v] to (x position)\nset [initialy v] to (y position)\nset [accelerationv v] to [0]\nrepeat (10)\n change [accelerationv v] by (1)\n change x by (((accelerationV) / (55)) * (((xdestination) - (initialX)) / (2)))\n change y by (((accelerationV) / (55)) * (((ydestination) - (initialY)) / (2)))\nend\nrepeat (10)\n change [accelerationv v] by (-1)\n change x by (((accelerationV) / (45)) * (((xdestination) - (initialX)) / (2)))\n change y by (((accelerationV) / (45)) * (((ydestination) - (initialY)) / (2)))\nend\n\nwhen flag clicked\nset [language v] to [EN]\nset [playstate v] to [intro]\nbroadcast (introSequence v)\nbroadcast (resetALL v)\n\nwhen I receive [resetall v]\nbroadcast (resetPlatformer v)\nbroadcast (resetKart v)\nbroadcast (resetIsometric v)\nbroadcast (resetGolf v)\nbroadcast (resetMetro v)\nbroadcast (resetRPG v)\n\nwhen I receive [resetplatformer v]\nbroadcast (clearAllPlatformerLevelElements v)\nset [numberofstages v] to [1]\ndelete all of [platformerleveldata v]\nrepeat (5)\n add [00000000000000000000000000000000] to [platformerleveldata v]\n add [00000000000000000000000000000000] to [platformerleveldata v]\n add [00b000000000000000000000000000000] to [platformerleveldata v]\n repeat (11)\n add [00000000000000000000000000000000] to [platformerleveldata v]\n end\n add [00000000000000000000000000000f00] to [platformerleveldata v]\n add [00000000000000000000000000000000] to [platformerleveldata v]\n add [00000000000000000000000000000000] to [platformerleveldata v]\nend\n\nwhen I receive [introsequence v]\nwait until <(amiOKtoGO?????) = [1]>\nswitch costume to (join [logo_] (language))\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nshow\nwait (0.1) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\nwait (3) seconds\nset [myfluster v] to [-5]\nrepeat (5)\n change y by (() - (myFluster))\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\nend\nset [playstate v] to [menu]\nhide\nwait (0.15) seconds\nbroadcast (home v)\n\nwhen I receive [clearallplatformerlevelelements v]\nset [portalyet? v] to [0]\n\nwhen flag clicked\nhide\nset [amioktogo????? v] to [0]\n\n@Language-Setup\n\nwhen I receive [introsequence v]\nclone\n\ndefine clone\nset [aaaa v] to [0]\nrepeat (1)\n change [aaaa v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(AAAA) = [7]> then\n wait until <(easterEggStringOne) = [meow]>\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-15)\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-15)\n wait ((0.1) + (join [0.] ((((AAAA) + (1)) / (2)) * (10)))) seconds\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (AAAA)\nend\n\nwhen this sprite clicked\nbroadcast (endPICKLANG v)\nset [language v] to (costume [name v])\nwait (0.1) seconds\nset [amioktogo????? v] to [1]\n\nwhen I receive [endpicklang v]\nwait ((0.1) + (join [0.] ((((AAAA) + (1)) / (2)) * (10)))) seconds\nset [myfluster v] to [-5]\nrepeat (5)\n change y by (() - (myFluster))\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\nend\nif <(AAAA) = [6]> then\n set [amioktogo????? v] to [1]\nend\ndelete this clone\n\n@make\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [menu]> then\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (madeSelect v)\nset [playstate v] to [modeSelect]\n\nwhen I receive [home v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.1) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@play\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [menu]> then\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> or <(extendMenu) = [1]>> then\n if <not <(costume [number v]) = [4]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [home v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.15) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@explore\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [menu]> then\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen I receive [home v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.2) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@online\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [menu]> then\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen I receive [home v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.25) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@multiplayer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [menu]> then\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> or <(extendMenu) = [1]>> then\n if <not <(costume [number v]) = [4]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [home v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.3) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@tutorials\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [menu]> then\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen I receive [home v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.35) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@kartSelect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [modeSelect]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (enterKart v)\nset [playstate v] to [kart]\n\n@platformerSelect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [modeSelect]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (enterPlatformer v)\nset [playstate v] to [platformer]\n\n@isoSelect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [modeSelect]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (enterIsometric v)\nset [playstate v] to [isometric]\n\n@golfSelect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [modeSelect]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (enterGolf v)\nset [playstate v] to [golf]\n\n@conditionalSelect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [modeSelect]> then\n show\n else\n hide\n end\nend\n\n@RPGSelect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [modeSelect]> then\n show\n else\n hide\n end\nend\n\n@editor\n\nwhen flag clicked\nhide\nset [activeplatedit v] to [0]\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (n001 v)\nforever\n if <<(playState) = [platformer]> and <not <(activePlatEdit) = [0]>>> then\n show\n if <(materialPlat) = [slope]> then\n if <[6] > (item # of (slopeMaterial) in [availableslopematerials v])> then\n translate ((32) - ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v]))) ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v]))\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > (XtranslatedForPositionLock)> then\n set x to (XtranslatedForPositionLock)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <(YtranslatedForPositionLock) < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[239] < (mouse x)> or <(mouse x) < [-239]>> then\n if <(materialPlat) = [E]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (50)\n end\n else\n if <(materialPlat) = [E]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (YtranslatedForPositionLock)\n set [ghost v] effect to (50)\n end\n end\n else\n translate ((2) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v]))\n if <(XtranslatedForPositionLock) > (round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5)))> then\n set x to (XtranslatedForPositionLock)\n else\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [233]> then\n set x to (233)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <(YtranslatedForPositionLock) < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[239] < (mouse x)> or <(mouse x) < [-239]>> then\n if <(materialPlat) = [E]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (50)\n end\n else\n if <(materialPlat) = [E]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (YtranslatedForPositionLock)\n set [ghost v] effect to (50)\n end\n end\n end\n else\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [233]> then\n set x to (233)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[113] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[239] < (mouse x)> or <(mouse x) < [-239]>> then\n if <(materialPlat) = [E]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (50)\n end\n else\n if <(materialPlat) = [E]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (113)\n set [ghost v] effect to (50)\n end\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n if <(materialPlat) = [slope]> then\n switch costume to (slopeMaterial)\n else\n if <not <(materialPlat) = [E]>> then\n switch costume to (join (themePlat) (join (materialPlat) [01]))\n else\n switch costume to (eraseblock v)\n end\n end\n else\n hide\n end\nend\n\nwhen [space v] key pressed\nif <not <(keyEditing) = [door]>> then\n broadcast (cancelFlagMOVE v)\n if <(activePlatEdit) = [1]> then\n set [activeplatedit v] to [0]\n else\n set [activeplatedit v] to [1]\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\n end\nend\n\ndefine saveInASnap (material)\nset [tempsave v] to (item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])\nset [rep v] to [0]\ndelete all of [tempsavelist v]\nrepeat (32)\n change [rep v] by (1)\n if <(rep) = (column)> then\n add (material) to [tempsavelist v]\n else\n add (letter (rep) of (tempSave)) to [tempsavelist v]\n end\nend\nreplace item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with []\nset [rep v] to [0]\nrepeat (32)\n change [rep v] by (1)\n replace item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (join (item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]) (item (rep) of [tempsavelist v]))\nend\nset [myrowid v] to (row)\nset [mycolumnid v] to (column)\nif <(materialPlat) = [slope]> then\n set [mymaterialid v] to (costume [name v])\nelse\n set [mymaterialid v] to (materialPlat)\nend\nset [mystageid v] to (stagePlat)\ncreate clone of (_myself_ v)\nif <(materialPlat) = [slope]> then\n if <[6] > (item # of (slopeMaterial) in [availableslopematerials v])> then\n set [tempsave v] to (item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])\n set [rep v] to [0]\n delete all of [tempsavelist v]\n repeat (32)\n change [rep v] by (1)\n if <(rep) = ((column) + ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])))> then\n add [!] to [tempsavelist v]\n else\n add (letter (rep) of (tempSave)) to [tempsavelist v]\n end\n end\n replace item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with []\n set [rep v] to [0]\n repeat (32)\n change [rep v] by (1)\n replace item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (join (item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]) (item (rep) of [tempsavelist v]))\n end\n else\n set [tempsave v] to (item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])\n set [rep v] to [0]\n delete all of [tempsavelist v]\n repeat (32)\n change [rep v] by (1)\n if <(rep) = ((column) - ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])))> then\n add [!] to [tempsavelist v]\n else\n add (letter (rep) of (tempSave)) to [tempsavelist v]\n end\n end\n replace item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with []\n set [rep v] to [0]\n repeat (32)\n change [rep v] by (1)\n replace item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (join (item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]) (item (rep) of [tempsavelist v]))\n end\n end\nend\n\nwhen flag clicked\nset [amiaclone? v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(activePlatEdit) = [1]> then\n if <(materialPlat) = [E]> then\n broadcast (ERASEblock v)\n erase\n set [materialplat v] to [E]\n else\n if <(letter (column) of (item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = [0]> then\n if <(materialPlat) = [slope]> then\n if <(letter ((column) + ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v]))) of (item (((row) - (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = [0]> then\n saveInASnap (costume [name v])\n set [activeplatedit v] to [0]\n set [materialplat v] to [1]\n end\n else\n saveInASnap ((materialPlat) + (1))\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n checkALL\n if <[availableslopematerials v] contains (myMaterialID)?> then\n switch costume to (myMaterialID)\n else\n adaptiveTiling\n end\n if <not <(myStageID) = (stagePlat)>> then\n delete this clone\n end\nend\n\ndefine adaptiveTiling\nif <(myCheckVar) = [0000]> then\n switch costume to (join (themePlat) (join (myMaterialID) [01]))\nend\nif <(myCheckVar) = [0001]> then\n switch costume to (join (themePlat) (join (myMaterialID) [02]))\nend\nif <(myCheckVar) = [0100]> then\n switch costume to (join (themePlat) (join (myMaterialID) [03]))\nend\nif <<<<(myCheckVar) = [1010]> or <(myCheckVar) = [0101]>> or <<(myCheckVar) = [1110]> or <(myCheckVar) = [0111]>>> or <<(myCheckVar) = [1101]> or <<(myCheckVar) = [1111]> or <(myCheckVar) = [1011]>>>> then\n switch costume to (join (themePlat) (join (myMaterialID) [04]))\nend\nif <(myCheckVar) = [1000]> then\n switch costume to (join (themePlat) (join (myMaterialID) [05]))\nend\nif <(myCheckVar) = [0010]> then\n switch costume to (join (themePlat) (join (myMaterialID) [06]))\nend\nif <(myCheckVar) = [0011]> then\n switch costume to (join (themePlat) (join (myMaterialID) [07]))\nend\nif <(myCheckVar) = [0110]> then\n switch costume to (join (themePlat) (join (myMaterialID) [08]))\nend\nif <(myCheckVar) = [1100]> then\n switch costume to (join (themePlat) (join (myMaterialID) [09]))\nend\nif <(myCheckVar) = [1001]> then\n switch costume to (join (themePlat) (join (myMaterialID) [10]))\nend\n\ndefine checkALL\nset [mycheckvar v] to [0000]\nif <<<(letter ((myColumnID) - (1)) of (item ((myRowID) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = [!]> or <(letter ((myColumnID) - (1)) of (item ((myRowID) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = ((myMaterialID) + (1))>> or <<(myMaterialID) = [0]> and <[availableslopematerials v] contains (letter ((myColumnID) - (1)) of (item ((myRowID) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))?>>> then\n set [mycheckvar v] to (join [1] (join (letter (2) of (myCheckVar)) (join (letter (3) of (myCheckVar)) (letter (4) of (myCheckVar)))))\nend\nif <<<(letter (myColumnID) of (item (((myRowID) + (((stagePlat) - (1)) * (17))) - (1)) of [platformerleveldata v])) = [!]> or <(letter (myColumnID) of (item (((myRowID) + (((stagePlat) - (1)) * (17))) - (1)) of [platformerleveldata v])) = ((myMaterialID) + (1))>> or <<(myMaterialID) = [0]> and <[availableslopematerials v] contains (letter (myColumnID) of (item (((myRowID) + (((stagePlat) - (1)) * (17))) - (1)) of [platformerleveldata v]))?>>> then\n set [mycheckvar v] to (join (letter (1) of (myCheckVar)) (join [1] (join (letter (3) of (myCheckVar)) (letter (4) of (myCheckVar)))))\nend\nif <<<(letter ((myColumnID) - (-1)) of (item ((myRowID) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = [!]> or <(letter ((myColumnID) - (-1)) of (item ((myRowID) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = ((myMaterialID) + (1))>> or <<(myMaterialID) = [0]> and <[availableslopematerials v] contains (letter ((myColumnID) - (-1)) of (item ((myRowID) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))?>>> then\n set [mycheckvar v] to (join (letter (1) of (myCheckVar)) (join (letter (2) of (myCheckVar)) (join [1] (letter (4) of (myCheckVar)))))\nend\nif <<<(letter (myColumnID) of (item (((myRowID) + (((stagePlat) - (1)) * (17))) - (-1)) of [platformerleveldata v])) = [!]> or <(letter (myColumnID) of (item (((myRowID) + (((stagePlat) - (1)) * (17))) - (-1)) of [platformerleveldata v])) = ((myMaterialID) + (1))>> or <<(myMaterialID) = [0]> and <[availableslopematerials v] contains (letter (myColumnID) of (item (((myRowID) + (((stagePlat) - (1)) * (17))) - (-1)) of [platformerleveldata v]))?>>> then\n set [mycheckvar v] to (join (letter (1) of (myCheckVar)) (join (letter (2) of (myCheckVar)) (join (letter (3) of (myCheckVar)) [1])))\nend\n\nwhen I receive [resetplatformer v]\ndelete this clone\n\nwhen I receive [resetplatformer v]\nset [themeplat v] to [n]\nset [activeplatedit v] to [0]\nset [materialplat v] to [0]\n\nwhen I start as a clone\nset [amiaclone? v] to [1]\nset [ghost v] effect to (0)\nshow\nforever\n if <(playState) = [platTest]> then\n switch costume to (join (costume [name v]) [b])\n stamp\n delete this clone\n end\nend\n\ndefine redrawSCREEN\nerase all\ngo to x: (-232) y: (113)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n set x to (-232)\n change [countrow v] by (1)\n set [countcolumn v] to [0]\n repeat (32)\n change [countcolumn v] by (1)\n if <<[availableslopematerials v] contains (letter (countCOLUMN) of (item (countROW) of [platformerleveldata v]))?> or <[availableplatformermaterials v] contains (letter (countCOLUMN) of (item (countROW) of [platformerleveldata v]))?>> then\n set [myrowid v] to ((countROW) - (((stagePlat) - (1)) * (17)))\n set [mycolumnid v] to (countCOLUMN)\n if <[availableslopematerials v] contains (letter (countCOLUMN) of (item (countROW) of [platformerleveldata v]))?> then\n set [mymaterialid v] to (letter (countCOLUMN) of (item (countROW) of [platformerleveldata v]))\n else\n set [mymaterialid v] to ((letter (countCOLUMN) of (item (countROW) of [platformerleveldata v])) - (1))\n end\n set [mystageid v] to (stagePlat)\n create clone of (_myself_ v)\n end\n change x by (15)\n end\n change y by (-15)\nend\n\nwhen I receive [enterstage v]\nif <(amiaclone?) = [0]> then\n redrawSCREEN\nelse\n delete this clone\nend\n\nwhen flag clicked\ndelete all of [availableplatformermaterials v]\nadd [1] to [availableplatformermaterials v]\nadd [2] to [availableplatformermaterials v]\nadd [3] to [availableplatformermaterials v]\nadd [4] to [availableplatformermaterials v]\n\nwhen I receive [enterstage v]\nset [activeplatedit v] to [0]\n\ndefine erase\nset [tempsave v] to (item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])\nset [rep v] to [0]\ndelete all of [tempsavelist v]\nrepeat (32)\n change [rep v] by (1)\n if <(rep) = (column)> then\n add [0] to [tempsavelist v]\n else\n add (letter (rep) of (tempSave)) to [tempsavelist v]\n end\nend\nreplace item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with []\nset [rep v] to [0]\nrepeat (32)\n change [rep v] by (1)\n replace item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (join (item ((row) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]) (item (rep) of [tempsavelist v]))\nend\nredrawSCREEN\n\nwhen I receive [eraseblock v]\nif <(amiaclone?) = [0]> then\n redrawSCREEN\nelse\n delete this clone\nend\n\nwhen I receive [platformereditmode v]\nset [portalyet? v] to [0]\ndelete this clone\n\nset [materialplat v] to [slope]\n\nwhen flag clicked\ndelete all of [availableslopematerials v]\nadd [z] to [availableslopematerials v]\nadd [y] to [availableslopematerials v]\nadd [x] to [availableslopematerials v]\nadd [w] to [availableslopematerials v]\nadd [n] to [availableslopematerials v]\nadd [m] to [availableslopematerials v]\nadd [s] to [availableslopematerials v]\nadd [t] to [availableslopematerials v]\nadd [u] to [availableslopematerials v]\nadd [v] to [availableslopematerials v]\n\nwhen flag clicked\ndelete all of [slopeheights v]\nadd [5] to [slopeheights v]\nadd [4] to [slopeheights v]\nadd [3] to [slopeheights v]\nadd [2] to [slopeheights v]\nadd [1] to [slopeheights v]\nadd [1] to [slopeheights v]\nadd [2] to [slopeheights v]\nadd [3] to [slopeheights v]\nadd [4] to [slopeheights v]\nadd [5] to [slopeheights v]\n\ndefine translate (x) (y)\nset [xtranslatedforpositionlock v] to ((-232) + (((x) - (1)) * (15)))\nset [ytranslatedforpositionlock v] to ((113) - (((y) - (1)) * (15)))\n\ntranslate ((32) - ((1) + (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v]))) (item (item # of (slopeMaterial) in [availableslopematerials v]) of [slopeheights v])\n\n@tab1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n if <(stagePlat) = [1]> then\n if <not <(costume [number v]) = [3]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nswitch costume to (page1_5 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.3) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen I receive [resetplatformer v]\nset [stageplat v] to [1]\nset [numberofstages v] to [1]\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(stagePlat) = [1]>> then\n set [stageplat v] to [1]\n broadcast (enterStage v)\n broadcast (newStagePlat v)\nend\n\nwhen this sprite clicked\n\nbroadcast (newStagePlat v)\n\n@tab2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <[1] < (numberOfStages)>> then\n show\n if <(stagePlat) = [2]> then\n if <not <(costume [number v]) = [3]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(stagePlat) = [2]>> then\n set [stageplat v] to [2]\n broadcast (newStagePlat v)\n broadcast (enterStage v)\nend\n\nwhen this sprite clicked\n\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\n\n@tab3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <[2] < (numberOfStages)>> then\n show\n if <(stagePlat) = [3]> then\n if <not <(costume [number v]) = [3]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(stagePlat) = [3]>> then\n set [stageplat v] to [3]\n broadcast (newStagePlat v)\n broadcast (enterStage v)\nend\n\nwhen this sprite clicked\n\n@tab4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <[3] < (numberOfStages)>> then\n show\n if <(stagePlat) = [4]> then\n if <not <(costume [number v]) = [3]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(stagePlat) = [4]>> then\n set [stageplat v] to [4]\n broadcast (newStagePlat v)\n broadcast (enterStage v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@tab5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <[4] < (numberOfStages)>> then\n show\n if <(stagePlat) = [5]> then\n if <not <(costume [number v]) = [3]>> then\n next costume\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(stagePlat) = [5]>> then\n set [stageplat v] to [5]\n broadcast (newStagePlat v)\n broadcast (enterStage v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n if <(numberOfStages) = [5]> then\n switch costume to (plusdeactive v)\n else\n switch costume to (plusactive v)\n end\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nswitch costume to (plusactive v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.35) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(numberOfStages) = [5]>> then\n change [numberofstages v] by (1)\n set [stageplat v] to (numberOfStages)\n broadcast (enterStage v)\n broadcast (rightSHIFT v)\nend\n\nwhen I receive [rightshift v]\nset [shiftvar v] to [5]\nrepeat (5)\n change x by ((2) * (SHIFTvar))\n change [shiftvar v] by (-1)\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [leftshift v]\nset [shiftvar v] to [5]\nwait (0.05) seconds\nrepeat (5)\n change x by ((-2) * (SHIFTvar))\n change [shiftvar v] by (-1)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n if <(numberOfStages) = [1]> then\n switch costume to (deletedeactive v)\n else\n switch costume to (deleteactive v)\n end\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nswitch costume to (plusactive v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.4) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen I receive [rightshift v]\nset [shiftvar v] to [5]\nwait (0.05) seconds\nrepeat (5)\n change x by ((2) * (SHIFTvar))\n change [shiftvar v] by (-1)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nif <not <(numberOfStages) = [1]>> then\n change [numberofstages v] by (-1)\n set [stageplat v] to (numberOfStages)\n broadcast (enterStage v)\n broadcast (leftSHIFT v)\nend\n\nwhen I receive [leftshift v]\nset [shiftvar v] to [5]\nrepeat (5)\n change x by ((-2) * (SHIFTvar))\n change [shiftvar v] by (-1)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@back\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<<(playState) = [platformer]> or <(playState) = [modifyPLAT]>> or <(playState) = [platTest]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(playState) = [platformer]> then\n set [playstate v] to [menu]\n broadcast (home v)\n if <<(flagMOVE) = [1]> or <(ballMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n end\n broadcast (resetPlatformer v)\nelse\n set [playstate v] to [platformer]\n broadcast (enterStage v)\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\nif <(playState) = [platTest]> then\n set [playstate v] to [platformer]\n broadcast (enterStage v)\nelse\nend\n\n@add\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [extendedplat v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.05) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nset [activeplatedit v] to [0]\nif <<(flagMOVE) = [1]> or <(ballMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\nend\nif <(platTRANSITION) = [0]> then\n if <(extendedPLAT) = [0]> then\n broadcast (extendADD v)\n set [extendedplat v] to [1]\n else\n broadcast (closeADD v)\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@decoration\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <(extendedPLAT) = [1]>> then\n go to [front v] layer\n show\n if <(Theme) = [1]> then\n switch costume to (add copy 2 v)\n else\n switch costume to (add copy 5 v)\n end\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [extendadd v]\ngo to x: (0) y: (-51)\nset [myanimvar v] to [6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (-1)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [closeadd v]\nset [plattransition v] to [1]\nwait (0.2) seconds\nset [myanimvar v] to [-6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (1)\n change [ghost v] effect by (20)\nend\nset [extendedplat v] to [0]\nset [plattransition v] to [0]\n\nwhen this sprite clicked\nbroadcast (closeADD v)\n\ngo to [front v] layer\n\n@portal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <(extendedPLAT) = [1]>> then\n go to [front v] layer\n show\n if <(portalYET?) = [0]> then\n switch costume to (add copy 4 v)\n else\n switch costume to (add copy 2 v)\n end\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [extendadd v]\ngo to x: (0) y: (-81)\nwait (0.05) seconds\nset [myanimvar v] to [6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (-1)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [closeadd v]\nwait (0.15) seconds\nset [myanimvar v] to [-6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (1)\n change [ghost v] effect by (20)\nend\n\nwhen this sprite clicked\nif <(portalYET?) = [0]> then\n broadcast (closeADD v)\n wait (0.1) seconds\n set [portalediting v] to [1]\nend\n\nwhen I receive [resetplatformer v]\nset [portalediting v] to [0]\n\nwhen flag clicked\nset [portalyet? v] to [0]\n\ngo to [front v] layer\n\n@slope\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <(extendedPLAT) = [1]>> then\n show\n go to [front v] layer\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [extendadd v]\ngo to x: (0) y: (-111)\nwait (0.1) seconds\nset [myanimvar v] to [6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (-1)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [closeadd v]\nwait (0.1) seconds\nset [myanimvar v] to [-6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (1)\n change [ghost v] effect by (20)\nend\n\nwhen this sprite clicked\nif <<(ballMOVE) = [1]> or <(flagMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n wait (0) seconds\nend\nbroadcast (closeADD v)\nwait (0.1) seconds\nset [activeplatedit v] to [1]\nset [slopematerial v] to [n]\nset [materialplat v] to [slope]\n\nwhen [left arrow v] key pressed\nif <<(activePlatEdit) = [1]> and <(materialPlat) = [slope]>> then\n if <not <([costume name v] of [editor v]) = [v]>> then\n set [slopematerial v] to (item ((1) + (item # of (slopeMaterial) in [availableslopematerials v])) of [availableslopematerials v])\n end\nend\n\nwhen [right arrow v] key pressed\nif <<(activePlatEdit) = [1]> and <(materialPlat) = [slope]>> then\n if <not <([costume name v] of [editor v]) = [z]>> then\n set [slopematerial v] to (item ((-1) + (item # of (slopeMaterial) in [availableslopematerials v])) of [availableslopematerials v])\n end\nend\n\n@key\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <(extendedPLAT) = [1]>> then\n show\n go to [front v] layer\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [extendadd v]\ngo to x: (0) y: (-141)\nwait (0.15) seconds\nset [myanimvar v] to [6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (-1)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [closeadd v]\nwait (0.05) seconds\nset [myanimvar v] to [-6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (1)\n change [ghost v] effect by (20)\nend\n\nwhen this sprite clicked\nif <(inKeyDrawerTransition) = [0]> then\n broadcast (openKeyDrawer v)\n set [inkeydrawertransition v] to [1]\nelse\n broadcast (closeKeyDrawer v)\nend\n\nwhen flag clicked\nset [inkeydrawertransition v] to [0]\n\n@rocket\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(playState) = [platformer]> and <(extendedPLAT) = [1]>> then\n show\n go to [front v] layer\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [extendadd v]\nset [plattransition v] to [1]\ngo to x: (0) y: (-171)\nwait (0.2) seconds\nset [myanimvar v] to [6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (-1)\n change [ghost v] effect by (-20)\nend\nset [plattransition v] to [0]\n\nwhen I receive [closeadd v]\nset [myanimvar v] to [-6]\nrepeat (6)\n change y by (myanimVAR)\n change [myanimvar v] by (1)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [resetplatformer v]\nset [rocketsenabled? v] to [00000]\n\nwhen this sprite clicked\nbroadcast (closeADD v)\nif <(letter (stagePlat) of (rocketsEnabled?)) = [0]> then\n set [temporarytranscriptionforrocketrewriting v] to []\n repeat ((stagePlat) - (1))\n set [temporarytranscriptionforrocketrewriting v] to (join (temporaryTranscriptionForRocketRewriting) (letter ((length of (temporaryTranscriptionForRocketRewriting)) + (1)) of (rocketsEnabled?)))\n end\n set [temporarytranscriptionforrocketrewriting v] to (join (temporaryTranscriptionForRocketRewriting) [1])\n repeat ((5) - (stagePlat))\n set [temporarytranscriptionforrocketrewriting v] to (join (temporaryTranscriptionForRocketRewriting) (letter ((length of (temporaryTranscriptionForRocketRewriting)) + (1)) of (rocketsEnabled?)))\n end\n set [rocketsenabled? v] to (temporaryTranscriptionForRocketRewriting)\nelse\n set [temporarytranscriptionforrocketrewriting v] to []\n repeat ((stagePlat) - (1))\n set [temporarytranscriptionforrocketrewriting v] to (join (temporaryTranscriptionForRocketRewriting) (letter ((length of (temporaryTranscriptionForRocketRewriting)) + (1)) of (rocketsEnabled?)))\n end\n set [temporarytranscriptionforrocketrewriting v] to (join (temporaryTranscriptionForRocketRewriting) [0])\n repeat ((5) - (stagePlat))\n set [temporarytranscriptionforrocketrewriting v] to (join (temporaryTranscriptionForRocketRewriting) (letter ((length of (temporaryTranscriptionForRocketRewriting)) + (1)) of (rocketsEnabled?)))\n end\n set [rocketsenabled? v] to (temporaryTranscriptionForRocketRewriting)\nend\nbroadcast (rocketIndicatorVisualEffectActivate v)\n\nwhen I receive [resetplatformer v]\nset [rocketsenabled? v] to [00000]\n\n@edit\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.1) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <<(flagMOVE) = [1]> or <(ballMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\nwait (0) seconds\nset [playstate v] to [modifyPLAT]\nbroadcast (platformerEDITmode v)\n\n@save\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n if <key (f v) pressed?> then\n switch costume to (l01 copy 2 v)\n else\n switch costume to (l01 copy 90 v)\n end\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.15) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <<(flagMOVE) = [1]> or <(ballMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@test\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (BeginPlatTest v)\nset [playstate v] to [platTest]\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.2) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <<(flagMOVE) = [1]> or <(ballMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@clear\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.25) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nzap\nbroadcast (enterStage v)\n\ndefine zap\nset [count v] to (((stagePlat) - (1)) * (17))\nrepeat (2)\n change [count v] by (1)\n replace item (count) of [platformerleveldata v] with [00000000000000000000000000000000]\nend\nchange [count v] by (1)\nreplace item (count) of [platformerleveldata v] with [00b00000000000000000000000000000]\nrepeat (11)\n change [count v] by (1)\n replace item (count) of [platformerleveldata v] with [00000000000000000000000000000000]\nend\nchange [count v] by (1)\nreplace item (count) of [platformerleveldata v] with [00b00000000000000000000000000f00]\nrepeat (2)\n change [count v] by (1)\n replace item (count) of [platformerleveldata v] with [00000000000000000000000000000000]\nend\n\nwhen this sprite clicked\nif <<(flagMOVE) = [1]> or <(ballMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@Flag\n\nwhen flag clicked\nforever\n if <<(playState) = [platformer]> or <(playState) = [platTest]>> then\n show\n if <(playState) = [platformer]> then\n if <(flagLock) = [1]> then\n switch costume to (join [LockedFlag] (stagePlat))\n else\n switch costume to (join [Flag] (stagePlat))\n end\n else\n if <<(flagLock) = [1]> and <(keyObtained?) = [0]>> then\n switch costume to (join [LockedFlag] (stagePlat))\n else\n switch costume to (join [Flag] (stagePlat))\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [enterstage v]\ngo to x: (0) y: (0)\nfindLOCATION [f]\ntranslateANDmove (countLOCATION) (countROW)\n\ndefine findLOCATION (find)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <(find) = (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))> then\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n stop [this script v]\n end\n end\nend\n\nwhen I receive [enterplatformer v]\nbroadcast (enterStage v)\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\nwhen this sprite clicked\nif <not <(playState) = [platTest]>> then\n if <(flagMOVE) = [0]> then\n set [activeplatedit v] to [0]\n set [flagmove v] to [1]\n repeat until <(flagMOVE) = [0]>\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [218]> then\n set x to (218)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[83] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[224] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (83)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n end\n else\n replace\n broadcast (enterStage v)\n end\nend\n\nwhen flag clicked\nset [flagmove v] to [0]\n\nwhen I receive [enterstage v]\nset [flagmove v] to [0]\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine replace\nif <(letter (round (((247) + (x position)) / (15))) of (item ((round (() - (((y position) - (128)) / (15)))) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = [0]> then\n set [flagmove v] to [0]\n findLOCATION [f]\n set [transcribe v] to []\n set [repround v] to [0]\n repeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\n end\n replace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n decodeLOCATION (x position) (y position)\n set [transcribe v] to []\n set [repround v] to [0]\n repeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [f])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\n end\n replace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\nend\n\nwhen flag clicked\nforever\n if <(playState) = [platformer]> then\n if <(flagMOVE) = [0]> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [cancelflagmove v]\nbroadcast (enterStage v)\n\nwhen this sprite clicked\nbroadcast (closeADD v)\n\nwhen this sprite clicked\nif <(ballMOVE) = [1]> then\n broadcast (cancelFlagMOVE v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\nwhen I receive [beginplattest v]\nif <(flagPhysics?) = [1]> then\n set [myinitialx v] to (x position)\n set [myinitialy v] to (y position)\n resetPlatPlayVariables\n repeat until <not <(playState) = [platTest]>>\n physics\n end\n resetPlatPlayVariables\nend\n\ndefine Check All\nset [mycheckvar v] to [0]\nset [mywatercheckvar v] to [0]\nif <(Theme) = [1]> then\n if <touching color (#3bbd1c)?> then\n set [mycheckvar v] to [1]\n end\n if <touching color (#fdcf01)?> then\n set [mycheckvar v] to [2]\n end\n if <touching color (#4397df)?> then\n set [mywatercheckvar v] to [1]\n end\n if <touching color (#ef1e50)?> then\n set [mycheckvar v] to [1]\n end\n if <[0] < (gravity)> then\n if <(y position) < [-175]> then\n resetPlatPlayVariables\n go to x: (myInitialX) y: (myInitialY)\n end\n else\n if <[175] < (y position)> then\n resetPlatPlayVariables\n go to x: (myInitialX) y: (myInitialY)\n end\n end\nend\n\ndefine Snap up\nCheck All\nset [mychangdetvar v] to (() - ((myY) / ([abs v] of (myY) )))\nrepeat until <(myCheckVar) = [0]>\n change y by (myChangDETVAR)\n set [myy v] to [0]\n Check All\nend\n\ndefine Gravity\nif <<(myCheckVar) = [0]> and <(myWaterCheckVar) = [1]>> then\n set [myy v] to ((myY) * (0.9))\n change [myy v] by (() - ((gravity) * ((density) - (0.8))))\nelse\n change [myy v] by (() - (gravity))\nend\nchange y by (myY)\nSnap up\nchange y by (-1)\nCheck All\nif <(myCheckVar) = [2]> then\n set [myy v] to [12]\nend\nchange y by (1)\n\ndefine physics\nCheck All\nportals\nGravity\n\ndefine resetPlatPlayVariables\nset [myx v] to [0]\nset [myy v] to [0]\n\nif <not <(playState) = [platTest]>> then\n stop [this script v]\nend\n\ndefine portals\nif <(flagsThroughPortals?) = [1]> then\n if <<touching (portal-2 v)?> or <touching (portal-1 v)?>> then\n if <<touching (portal-1 v)?> and <(myTouchingPortal?) = [0]>> then\n resetPlatPlayVariables\n repeat (10)\n change [ghost v] effect by (10)\n if <not <(playState) = [platTest]>> then\n stop [this script v]\n end\n end\n go to (portal-2 v)\n change x by (7.5)\n change y by (7.5)\n repeat (10)\n change [ghost v] effect by (-10)\n if <not <(playState) = [platTest]>> then\n stop [this script v]\n end\n end\n set [mytouchingportal? v] to [1]\n end\n if <<touching (portal-2 v)?> and <(myTouchingPortal?) = [0]>> then\n resetPlatPlayVariables\n repeat (10)\n change [ghost v] effect by (10)\n if <not <(playState) = [platTest]>> then\n stop [this script v]\n end\n end\n go to (portal-1 v)\n change x by (7.5)\n change y by (7.5)\n repeat (10)\n change [ghost v] effect by (-10)\n if <not <(playState) = [platTest]>> then\n stop [this script v]\n end\n end\n set [mytouchingportal? v] to [1]\n end\n else\n set [mytouchingportal? v] to [0]\n end\nend\n\n\n\n@Ball\n\nwhen flag clicked\nswitch costume to (1ball1 v)\nforever\n if <<(playState) = [platTest]> or <(playState) = [platformer]>> then\n show\n switch costume to (join [1] (join (shape) (color)))\n else\n hide\n end\nend\n\nwhen I receive [enterstage v]\ngo to x: (0) y: (0)\nfindLOCATION [b]\ntranslateANDmove (countLOCATION) (countROW)\n\ndefine findLOCATION (find)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <(find) = (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))> then\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n stop [this script v]\n end\n end\nend\n\nwhen I receive [enterplatformer v]\nbroadcast (enterStage v)\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\nwhen this sprite clicked\nif <(playState) = [platformer]> then\n if <(ballMOVE) = [0]> then\n set [activeplatedit v] to [0]\n set [ballmove v] to [1]\n repeat until <(ballMOVE) = [0]>\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [233]> then\n set x to (233)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[113] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[239] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (113)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n end\n else\n replace\n broadcast (enterStage v)\n end\nend\n\nwhen flag clicked\nset [ballmove v] to [0]\n\nwhen I receive [enterstage v]\nset [ballmove v] to [0]\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine replace\nif <(letter (round (((247) + (x position)) / (15))) of (item ((round (() - (((y position) - (128)) / (15)))) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])) = [0]> then\n set [ballmove v] to [0]\n findLOCATION [b]\n set [transcribe v] to []\n set [repround v] to [0]\n repeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\n end\n replace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n decodeLOCATION (x position) (y position)\n set [transcribe v] to []\n set [repround v] to [0]\n repeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [b])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\n end\n replace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\nend\n\nwhen flag clicked\nforever\n if <(ballMOVE) = [0]> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [cancelflagmove v]\nbroadcast (enterStage v)\n\nwhen this sprite clicked\nif <(flagMOVE) = [1]> then\n broadcast (cancelFlagMOVE v)\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\nwhen I receive [beginplattest v]\nset [initialx v] to (x position)\nset [initialy v] to (y position)\nresetPlatPlayVariables\nrepeat until <not <(playState) = [platTest]>>\n Physics Engine\nend\nresetPlatPlayVariables\ngo to x: (initialX) y: (initialY)\n\ndefine Physics Engine\nGravity\nX Movement\nJumping\n\ndefine Check All\nset [checkvar v] to [0]\nset [watercheck v] to [0]\nif <(Theme) = [1]> then\n if <touching color (#3bbd1c)?> then\n set [checkvar v] to [1]\n end\n if <touching color (#fdcf01)?> then\n set [checkvar v] to [2]\n end\n if <touching color (#4397df)?> then\n set [watercheck v] to [1]\n end\n if <touching color (#ef1e50)?> then\n resetPlatPlayVariables\n go to x: (initialX) y: (initialY)\n end\n if <touching (keypart v)?> then\n set [keyobtained? v] to [1]\n end\n if <touching (lockpart v)?> then\n set [keyobtained? v] to [0]\n end\n if <touching (flag v)?> then\n if <<<(keyObtained?) = [1]> and <(flagLock) = [1]>> or <(flagLock) = [0]>> then\n go to x: (initialX) y: (initialY)\n set [playstate v] to [platformer]\n broadcast (enterStage v)\n end\n end\n if <<touching (portal-2 v)?> or <touching (portal-1 v)?>> then\n if <<touching (portal-1 v)?> and <(touching portal) = [0]>> then\n go to (portal-2 v)\n set [y v] to [0]\n change x by (7.5)\n change y by (7.5)\n set [touching portal v] to [1]\n end\n if <<touching (portal-2 v)?> and <(touching portal) = [0]>> then\n go to (portal-1 v)\n set [y v] to [0]\n change x by (7.5)\n change y by (7.5)\n set [touching portal v] to [1]\n end\n set [touching portal v] to [1]\n else\n set [touching portal v] to [0]\n end\n if <[0] < (gravity)> then\n if <(y position) < [-175]> then\n resetPlatPlayVariables\n go to x: (initialX) y: (initialY)\n end\n else\n if <[175] < (y position)> then\n resetPlatPlayVariables\n go to x: (initialX) y: (initialY)\n end\n end\nend\n\nwhen I receive [resetplatformer v]\nset [theme v] to [1]\n\nset [checkvar v] to [2]\n\nset [checkvar v] to [F]\n\ndefine resetPlatPlayVariables\nset [x v] to [0]\nset [y v] to [0]\nset [keyobtained? v] to [0]\n\ndefine Gravity\nCheck All\nif <<(checkVar) = [0]> and <(waterCheck) = [1]>> then\n set [y v] to ((Y) * (0.9))\n change [y v] by (() - ((gravity) * ((density) - (0.8))))\nelse\n change [y v] by (() - (gravity))\nend\nchange y by (Y)\nSnap up\n\ndefine Snap up\nCheck All\nset [changedetvar v] to (() - ((Y) / ([abs v] of (Y) )))\nrepeat until <(checkVar) = [0]>\n change y by (changeDETVAR)\n set [y v] to [0]\n Check All\nend\n\nwhen I receive [enterstage v]\nerase all\n\nset [playstate v] to [platformer]\nbroadcast (enterStage v)\n\ndefine X Movement\nCheck All\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <[] = [1]> then\n change [x v] by ((.75) * ((speed) / (2)))\n else\n change [x v] by ((speed) / (2))\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <[] = [1]> then\n change [x v] by (() - ((.75) * ((speed) / (2))))\n else\n change [x v] by (() - ((speed) / (2)))\n end\nend\nchange x by (X)\nCheck Walls\nif <[] = [1]> then\n set [x v] to ((X) * ((1) - (((friction) / (10)) - (0.1))))\nelse\n set [x v] to ((X) * ((1) - ((friction) / (10))))\nend\n\ndefine Check Walls\nset [upsnapcounter v] to [0]\nCheck All\nrepeat until <<(checkVar) = [0]> or <(upSnapCounter) = [7]>>\n change [upsnapcounter v] by (1)\n change y by (1)\n Check All\nend\nif <(upSnapCounter) = [7]> then\n change y by (-7)\n Check All\n repeat until <(checkVar) = [0]>\n change x by (() - ((X) / ([abs v] of (X) )))\n Check All\n end\n change x by ((5) * ((X) / ([abs v] of (X) )))\n Check All\n change x by (() - ((5) * ((X) / ([abs v] of (X) ))))\n if <[0] < (gravity)> then\n if <<(waterCheck) = [0]> and <<<(checkVar) = [1]> or <(checkVar) = [2]>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> or <key (a v) pressed?>>>>> then\n set [y v] to ((jumpHeight) * (5))\n set [x v] to (() - ((10) * ((X) / ([abs v] of (X) ))))\n else\n set [x v] to [0]\n end\n else\n if <<(waterCheck) = [0]> and <<<(checkVar) = [1]> or <(checkVar) = [2]>> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> or <key (a v) pressed?>>>>> then\n set [y v] to ((jumpHeight) * (-5))\n set [x v] to (() - ((10) * ((X) / ([abs v] of (X) ))))\n else\n set [x v] to [0]\n end\n end\nend\n\nif then\n\ndefine Jumping\nif <[0] < (gravity)> then\n change y by (-1)\n Check All\n change y by (1)\n if <<<<(waterCheck) = [1]> or <(checkVar) = [1]>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(checkVar) = [2]>> then\n if <(waterCheck) = [1]> then\n set [y v] to ((jumpHeight) * (2))\n else\n if <(checkVar) = [2]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to ((jumpHeight) * (7))\n else\n set [y v] to ((jumpHeight) * (5))\n end\n else\n set [y v] to ((jumpHeight) * (5))\n end\n end\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [y v] by (() - (gravity))\n end\nelse\n change y by (1)\n Check All\n change y by (-1)\n if <<<<(waterCheck) = [1]> or <(checkVar) = [1]>> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> or <(checkVar) = [2]>> then\n if <(waterCheck) = [1]> then\n set [y v] to ((jumpHeight) * (-2))\n else\n if <(checkVar) = [2]> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [y v] to ((jumpHeight) * (-7))\n else\n set [y v] to ((jumpHeight) * (-5))\n end\n else\n set [y v] to ((jumpHeight) * (-5))\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [y v] by (() - (gravity))\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(activePlatEdit) = [1]> then\n if <(materialPlat) = [0]> then\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.5) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen [right arrow v] key pressed\nif <not <(materialPlat) = [slope]>> then\n if <(activePlatEdit) = [1]> then\n if <[3] = (materialPlat)> then\n set [materialplat v] to [E]\n else\n if <[E] = (materialPlat)> then\n set [materialplat v] to [0]\n else\n change [materialplat v] by (1)\n end\n end\n end\nend\n\nwhen [left arrow v] key pressed\nif <not <(materialPlat) = [slope]>> then\n if <(activePlatEdit) = [1]> then\n if <[E] = (materialPlat)> then\n set [materialplat v] to [3]\n else\n if <[0] = (materialPlat)> then\n set [materialplat v] to [E]\n else\n change [materialplat v] by (-1)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(ballMOVE) = [1]> or <(flagMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n wait (0) seconds\nend\nif <(activePlatEdit) = [1]> then\n if <[0] = (materialPlat)> then\n set [activeplatedit v] to [0]\n else\n set [materialplat v] to [0]\n end\nelse\n set [activeplatedit v] to [1]\n set [materialplat v] to [0]\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(activePlatEdit) = [1]> then\n if <(materialPlat) = [1]> then\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.55) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <<(ballMOVE) = [1]> or <(flagMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n wait (0) seconds\nend\nif <(activePlatEdit) = [1]> then\n if <[1] = (materialPlat)> then\n set [activeplatedit v] to [0]\n else\n set [materialplat v] to [1]\n end\nelse\n set [activeplatedit v] to [1]\n set [materialplat v] to [1]\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@bounce\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(activePlatEdit) = [1]> then\n if <(materialPlat) = [2]> then\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.6) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <<(ballMOVE) = [1]> or <(flagMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n wait (0) seconds\nend\nif <(activePlatEdit) = [1]> then\n if <[2] = (materialPlat)> then\n set [activeplatedit v] to [0]\n else\n set [materialplat v] to [2]\n end\nelse\n set [activeplatedit v] to [1]\n set [materialplat v] to [2]\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@water\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(activePlatEdit) = [1]> then\n if <(materialPlat) = [3]> then\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.65) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen this sprite clicked\nif <<(ballMOVE) = [1]> or <(flagMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n wait (0) seconds\nend\nif <(activePlatEdit) = [1]> then\n if <[3] = (materialPlat)> then\n set [activeplatedit v] to [0]\n else\n set [materialplat v] to [3]\n end\nelse\n set [activeplatedit v] to [1]\n set [materialplat v] to [3]\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@erase\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\n\nwhen I receive [enterplatformer v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-15)\nwait (0.7) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(activePlatEdit) = [1]> then\n if <(materialPlat) = [E]> then\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\n else\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n end\nend\n\nswitch costume to (gamekit 2 copy 228 v)\n\nwhen flag clicked\nforever\n if <(playState) = [platformer]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <<(ballMOVE) = [1]> or <(flagMOVE) = [1]>> then\n broadcast (cancelFlagMOVE v)\n wait (0) seconds\nend\nif <(activePlatEdit) = [1]> then\n if <(materialPlat) = [E]> then\n set [activeplatedit v] to [0]\n else\n set [materialplat v] to [E]\n end\nelse\n set [activeplatedit v] to [1]\n set [materialplat v] to [E]\n if <(extendedPLAT) = [1]> then\n broadcast (closeADD v)\n end\nend\n\nwhen this sprite clicked\nif <[1] = (portalEDITING)> then\n broadcast (CANCEL portal v)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(playState) = [isometric]> then\n if <(drawerUP?) = [0]> then\n hide\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (DRAWER v)\n\n@DrawerComponents\n\nwhen flag clicked\nswitch costume to (l01 copy 108 v)\nhide\n\nwhen I start as a clone\nforever\n if <(drawerUP?) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [closedrawer v]\nset [amiintransition? v] to [1]\nset [drawerup? v] to [0]\nset [myfluster v] to [10]\nrepeat (10)\n change y by (() - ((myFluster) * ((120) / (55))))\n change [myfluster v] by (-1)\nend\nset [amiintransition? v] to [0]\ndelete this clone\n\ndefine clone\nset [myid v] to [0]\nrepeat (13)\n change [myid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [opendrawer v]\nclone\n\nwhen I start as a clone\ngo to x: (0) y: (-120)\nshow\nswitch costume to (myID)\ngo to [front v] layer\nset [amiintransition? v] to [1]\nset [drawerup? v] to [1]\nset [myfluster v] to [10]\nrepeat (10)\n change y by ((myFluster) * ((120) / (55)))\n change [myfluster v] by (-1)\nend\nset [amiintransition? v] to [0]\n\nwhen this sprite clicked\nif <(myID) = [3]> then\n if <(dragBlockYet?) = [0]> then\n set [what v] to (myID)\n broadcast (DRAWER v)\n broadcast (u got it just chill for a second v)\n end\nelse\n set [what v] to (myID)\n broadcast (DRAWER v)\n broadcast (u got it just chill for a second v)\nend\n\nwhen I receive [enteriso v]\nset [isoedit v] to [0]\n\nset [isoedit v] to [1]\n\nwhen I start as a clone\nforever\n if <<(myID) = [3]> and <(dragBlockYet?) = [1]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <[platformer] = (playState)> then\n if <<(letter (stagePlat) of (rocketsEnabled?)) = [0]> and <(rocketIndicatorInTransition) = [0]>> then\n set [ghost v] effect to (100)\n end\n if <(letter (stagePlat) of (rocketsEnabled?)) = [1]> then\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [rocketindicatorvisualeffectactivate v]\nset [rocketindicatorintransition v] to [1]\nif <(letter (stagePlat) of (rocketsEnabled?)) = [1]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-15)\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n set [ghost v] effect to (0)\n show\n go to x: (0) y: (0)\n set [myfluster v] to [-5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\n end\nend\nset [rocketindicatorintransition v] to [0]\n\nwhen I receive [newstageplat v]\nset [rocketindicatorintransition v] to [1]\nif <(letter (stagePlat) of (rocketsEnabled?)) = [1]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-15)\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n set [ghost v] effect to (0)\n show\n go to x: (0) y: (0)\n set [myfluster v] to [-5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\n end\nend\nset [rocketindicatorintransition v] to [0]\n\n@eraserVIEW\n\nwhen flag clicked\nforever\n if <<(playState) = [platformer]> and <<(activePlatEdit) = [1]> and <(materialPlat) = [E]>>> then\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [233]> then\n set x to (233)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[113] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[239] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (113)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n else\n hide\n end\nend\n\n@Portal-1\n\ndefine findLOCATION (find)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <(find) = (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))> then\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n set [portalyet? v] to [1]\n stop [this script v]\n end\n end\nend\nset [portalyet? v] to [0]\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine erase (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nfindLOCATION [p]\n\nwhen flag clicked\nforever\n if <<(portalEDITING) = [1]> and <(portalYET?) = [0]>> then\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [218]> then\n set x to (218)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[98] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[224] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (98)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n else\n if <<(portalEDITING) = [1]> or <not <(portalYET?) = [0]>>> then\n show\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nif <<(portalEDITING) = [1]> and <(portalYET?) = [0]>> then\n decodeLOCATION (x position) (y position)\n if <[0] = (letter (countLOCATION) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))> then\n record [p]\n set [portalyet? v] to [A]\n end\nend\n\ndefine record (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) (id_char))\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen I receive [cancel portal v]\nif <(portalYET?) = [A]> then\n erase [p]\n set [portalediting v] to [0]\n set [portalyet? v] to [0]\nend\nif <(portalYET?) = [0]> then\n set [portalediting v] to [0]\nend\n\nset [portalediting v] to [0]\n\nwhen I receive [enterstage v]\nfindLOCATION [p]\nif <(portalYET?) = [1]> then\n broadcast (enterSECONDPORTAL v)\n translateANDmove (countLOCATION) (countROW)\nend\n\n@Portal-2\n\ndefine findLOCATION (find)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <(find) = (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))> then\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n stop [this script v]\n end\n end\nend\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine erase (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen flag clicked\nforever\n if <<(portalEDITING) = [1]> and <(portalYET?) = [A]>> then\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [218]> then\n set x to (218)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[98] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[224] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (98)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n else\n if <(portalYET?) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nif <<(portalEDITING) = [1]> and <(portalYET?) = [A]>> then\n decodeLOCATION (x position) (y position)\n if <[0] = (letter (countLOCATION) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))> then\n record [q]\n set [portalyet? v] to [1]\n set [portalediting v] to [0]\n end\nend\n\ndefine record (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) (id_char))\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen I receive [entersecondportal v]\nfindLOCATION [q]\ntranslateANDmove (countLOCATION) (countROW)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [platformereditmode v]\nset [ghost v] effect to (100)\ngo to x: (5) y: (-20)\nwait (0) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n if <(platEditMenuPage) = [1]> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (-10)\n end\n change [myfluster v] by (-1)\nend\nrepeat until <not <(playState) = [modifyPLAT]>>\n if <(platEditMenuPage) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen I receive [enterplatformer v]\n\nwhen this sprite clicked\nif <not <(platEditMenuPage) = [1]>> then\n broadcast (platEditPageChangeActivate v)\n set [plateditmenupage v] to [1]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\n\nwhen this sprite clicked\nif <not <(platEditMenuPage) = [2]>> then\n broadcast (platEditPageChangeActivate v)\n set [plateditmenupage v] to [2]\nend\n\nwhen I receive [platformereditmode v]\nset [ghost v] effect to (100)\ngo to x: (5) y: (-20)\nwait (0.05) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n if <(platEditMenuPage) = [2]> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (-10)\n end\n change [myfluster v] by (-1)\nend\nrepeat until <not <(playState) = [modifyPLAT]>>\n if <(platEditMenuPage) = [2]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\n\nwhen this sprite clicked\nif <not <(platEditMenuPage) = [3]>> then\n broadcast (platEditPageChangeActivate v)\n set [plateditmenupage v] to [3]\nend\n\nif <(platEditMenuPage) = [3]> then\n change [ghost v] effect by (-20)\nelse\n change [ghost v] effect by (-10)\nend\nchange [myfluster v] by (1)\n\nwhen I receive [platformereditmode v]\nset [ghost v] effect to (100)\ngo to x: (5) y: (-20)\nwait (0.1) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n if <(platEditMenuPage) = [3]> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (-10)\n end\n change [myfluster v] by (-1)\nend\nrepeat until <not <(playState) = [modifyPLAT]>>\n if <(platEditMenuPage) = [3]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [enterplatformer v]\n\nwhen this sprite clicked\nif <not <(platEditMenuPage) = [4]>> then\n broadcast (platEditPageChangeActivate v)\n set [plateditmenupage v] to [4]\nend\n\nwhen I receive [platformereditmode v]\nset [ghost v] effect to (100)\ngo to x: (5) y: (-20)\nwait (0.15) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n if <(platEditMenuPage) = [4]> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (-10)\n end\n change [myfluster v] by (-1)\nend\nrepeat until <not <(playState) = [modifyPLAT]>>\n if <(platEditMenuPage) = [4]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nset [plateditmenupage v] to [1]\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [resetplatformer v]\nset [plateditmenupage v] to [1]\n\nwhen this sprite clicked\nif <not <(platEditMenuPage) = [5]>> then\n broadcast (platEditPageChangeActivate v)\n set [plateditmenupage v] to [5]\nend\n\nwhen I receive [platformereditmode v]\nset [ghost v] effect to (100)\ngo to x: (5) y: (-20)\nwait (0.2) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n if <(platEditMenuPage) = [5]> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (-10)\n end\n change [myfluster v] by (-1)\nend\nrepeat until <not <(playState) = [modifyPLAT]>>\n if <(platEditMenuPage) = [5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [platformereditmode v]\nbroadcast (platEditPageChangeActivate v)\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [1]> then\n set [ghost v] effect to (100)\n go to x: (5) y: (-20)\n wait (0.1) seconds\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n go to x: (5) y: (-5)\n set [myfluster v] to [-5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [2]> then\n set [ghost v] effect to (100)\n go to x: (5) y: (-20)\n wait (0.1) seconds\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n go to x: (5) y: (-5)\n set [myfluster v] to [-5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [3]> then\n set [ghost v] effect to (100)\n go to x: (5) y: (-20)\n wait (0.1) seconds\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n go to x: (5) y: (-5)\n set [myfluster v] to [-5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n if <(stageAdditives) = [1]> then\n if <(stageAdditiveType) = [water]> then\n switch costume to (elements_en_2 v)\n else\n switch costume to (elements_en_3 v)\n end\n else\n switch costume to (elements_en_1 v)\n end\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [4]> then\n set [ghost v] effect to (100)\n go to x: (5) y: (-20)\n wait (0.1) seconds\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\n end\nelse\n go to x: (5) y: (-5)\n set [myfluster v] to [-5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (1)\n end\nend\n\nset [stageadditives v] to [1]\n\nset [stageadditives v] to [0]\n\n@Sprite15\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-5)\nforever\n if <(playState) = [modifyPLAT]> then\n show\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [5]> then\n switch costume to (pick random (1) to (24))\n set [ghost v] effect to (100)\n wait (0.1) seconds\n repeat (5)\n change [ghost v] effect by (-20)\n end\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\n@Page1\n\nwhen I receive [resetplatformer v]\nset [rocketarchtype v] to [arch]\nset [flaglock v] to [0]\nset [rocketslockable? v] to [0]\nset [walljumpondoors v] to [0]\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [1]> then\n clone\nend\n\nwhen I start as a clone\nforever\n if <not <<(playState) = [modifyPLAT]> and <(platEditMenuPage) = [1]>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-20)\nwait ((0.1) + (join [0.] ((((myID) + (1)) / (2)) * (10)))) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\ndefine clone\nset [myid v] to [1]\nrepeat (7)\n create clone of (_myself_ v)\n change [myid v] by (1)\nend\n\nwhen I start as a clone\nif <(myID) = [6]> then\n if <(rocketsLockable?) = [1]> then\n switch costume to (pr6a v)\n else\n switch costume to (pr6b v)\n end\nend\nif <(myID) = [7]> then\n if <(walljumpOnDoors) = [1]> then\n switch costume to (pr7a v)\n else\n switch costume to (pr7b v)\n end\nend\nforever\n if <(myID) = [1]> then\n if <(flagLock) = [1]> then\n switch costume to (join [pr] (join (myID) [a]))\n else\n switch costume to (join [pr] (join (myID) [b]))\n end\n end\n if <(myID) = [2]> then\n if <(flagLock) = [0]> then\n switch costume to (join [pr] (join (myID) [a]))\n else\n switch costume to (join [pr] (join (myID) [b]))\n end\n end\n if <(myID) = [3]> then\n if <(rocketArchType) = [arch]> then\n switch costume to (join [pr] (join (myID) [a]))\n else\n switch costume to (join [pr] (join (myID) [b]))\n end\n end\n if <(myID) = [4]> then\n if <(rocketArchType) = [up]> then\n switch costume to (join [pr] (join (myID) [a]))\n else\n switch costume to (join [pr] (join (myID) [b]))\n end\n end\n if <(myID) = [5]> then\n if <(rocketArchType) = [down]> then\n switch costume to (join [pr] (join (myID) [a]))\n else\n switch costume to (join [pr] (join (myID) [b]))\n end\n end\n if <(myID) = [6]> then\n if <(rocketsLockable?) = [1]> then\n repeat until <(costume [name v]) = [pr6a]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [pr6b]>\n next costume\n end\n end\n end\n if <(myID) = [7]> then\n if <(walljumpOnDoors) = [1]> then\n repeat until <(costume [name v]) = [pr7a]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [pr7b]>\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(myID) = [1]> then\n set [flaglock v] to [1]\nend\nif <(myID) = [2]> then\n set [flaglock v] to [0]\nend\nif <(myID) = [3]> then\n set [rocketarchtype v] to [arch]\nend\nif <(myID) = [4]> then\n set [rocketarchtype v] to [up]\nend\nif <(myID) = [5]> then\n set [rocketarchtype v] to [down]\nend\nif <(myID) = [6]> then\n if <(rocketsLockable?) = [0]> then\n set [rocketslockable? v] to [1]\n else\n set [rocketslockable? v] to [0]\n end\nend\nif <(myID) = [7]> then\n if <(walljumpOnDoors) = [0]> then\n set [walljumpondoors v] to [1]\n else\n set [walljumpondoors v] to [0]\n end\nend\n\n\n\n@Page2\n\nwhen I receive [resetplatformer v]\nset [speed v] to [2]\nset [jumpheight v] to [2]\nset [friction v] to [1]\nset [gravity v] to [1]\nset [density v] to [1]\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [2]> then\n clone\nend\n\nwhen I start as a clone\nforever\n if <not <<(playState) = [modifyPLAT]> and <(platEditMenuPage) = [2]>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-20)\nwait ((0.1) + (join [0.] ((((myID) + (1)) / (2)) * (10)))) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\ndefine clone\nset [myid v] to [1]\nrepeat (9)\n create clone of (_myself_ v)\n change [myid v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <(myID) = [1]> then\n if <(jumpHeight) = [1]> then\n switch costume to (join [ph] (join (myID) [a]))\n else\n switch costume to (join [ph] (join (myID) [b]))\n end\n end\n if <(myID) = [2]> then\n if <(jumpHeight) = [2]> then\n switch costume to (join [ph] (join (myID) [a]))\n else\n switch costume to (join [ph] (join (myID) [b]))\n end\n end\n if <(myID) = [3]> then\n if <(jumpHeight) = [3]> then\n switch costume to (join [ph] (join (myID) [a]))\n else\n switch costume to (join [ph] (join (myID) [b]))\n end\n end\n if <(myID) = [4]> then\n if <(speed) = [1]> then\n switch costume to (join [ph] (join (myID) [a]))\n else\n switch costume to (join [ph] (join (myID) [b]))\n end\n end\n if <(myID) = [5]> then\n if <(speed) = [2]> then\n switch costume to (join [ph] (join (myID) [a]))\n else\n switch costume to (join [ph] (join (myID) [b]))\n end\n end\n if <(myID) = [6]> then\n if <(speed) = [3]> then\n switch costume to (join [ph] (join (myID) [a]))\n else\n switch costume to (join [ph] (join (myID) [b]))\n end\n end\n if <(myID) = [7]> then\n switch costume to (slider v)\n go to x: ((-15) + (((friction) - (1)) * (200))) y: (-87.5)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n if <<(mouse x) > [-115]> and <[85] > (mouse x)>> then\n set [friction v] to ((round ((10) * ((1) + (((mouse x) - (-15)) / (200))))) / (10))\n go to x: ((-15) + (((friction) - (1)) * (200))) y: (-87.5)\n else\n if <(mouse x) > [-115]> then\n go to x: (85) y: (-87.5)\n set [friction v] to [1.5]\n else\n go to x: (-115) y: (-87.5)\n set [friction v] to [0.5]\n end\n end\n end\n end\n end\n if <(myID) = [8]> then\n switch costume to (slider v)\n if <([abs v] of (gravity) ) = [1]> then\n go to x: (((gravity) * (30)) + (-15)) y: (-117.5)\n end\n if <([abs v] of (gravity) ) = [2]> then\n go to x: ((((gravity) / (2)) * (100)) + (-15)) y: (-117.5)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n if <[-77] > (mouse x)> then\n set [gravity v] to [-2]\n end\n if <<[-15] > (mouse x)> and <(mouse x) > [-78]>> then\n set [gravity v] to [-1]\n end\n if <<(mouse x) > [-15]> and <[63] > (mouse x)>> then\n set [gravity v] to [1]\n end\n if <(mouse x) > [62]> then\n set [gravity v] to [2]\n end\n if <([abs v] of (gravity) ) = [1]> then\n go to x: (((gravity) * (30)) + (-15)) y: (-117.5)\n end\n if <([abs v] of (gravity) ) = [2]> then\n go to x: ((((gravity) / (2)) * (100)) + (-15)) y: (-117.5)\n end\n end\n end\n end\n if <(myID) = [9]> then\n if <(density) < [0.9]> then\n switch costume to (slider2 v)\n else\n switch costume to (slider v)\n end\n go to x: ((-15) + (((density) - (1)) * (200))) y: (-147.5)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n if <<(mouse x) > [-115]> and <[85] > (mouse x)>> then\n set [density v] to ((round ((10) * ((1) + (((mouse x) - (-15)) / (200))))) / (10))\n if <(density) < [0.9]> then\n switch costume to (slider2 v)\n else\n switch costume to (slider v)\n end\n go to x: ((-15) + (((density) - (1)) * (200))) y: (-147.5)\n else\n if <(mouse x) > [-115]> then\n go to x: (85) y: (-147.5)\n set [density v] to [1.5]\n else\n go to x: (-115) y: (-147.5)\n set [density v] to [0.5]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(myID) = [1]> then\n set [jumpheight v] to [1]\nend\nif <(myID) = [2]> then\n set [jumpheight v] to [2]\nend\nif <(myID) = [3]> then\n set [jumpheight v] to [3]\nend\nif <(myID) = [4]> then\n set [speed v] to [1]\nend\nif <(myID) = [5]> then\n set [speed v] to [2]\nend\nif <(myID) = [6]> then\n set [speed v] to [3]\nend\n\n@Page3\n\nwhen I receive [resetplatformer v]\nset [shape v] to [ball]\nset [color v] to [1]\nset [rocketsize v] to [S]\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [3]> then\n clone\nend\n\nwhen I start as a clone\nforever\n if <not <<(playState) = [modifyPLAT]> and <(platEditMenuPage) = [3]>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-20)\nwait ((0.1) + (join [0.] ((((myID) + (1)) / (2)) * (10)))) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\ndefine clone\nset [myid v] to [1]\nrepeat (12)\n create clone of (_myself_ v)\n change [myid v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <(myID) = [1]> then\n if <(shape) = [ball]> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\n if <(myID) = [2]> then\n if <(shape) = [square]> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\n if <(myID) = [3]> then\n if <(shape) = [triangle]> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\n if <<[3] < (myID)> and <(myID) < [10]>> then\n if <(color) = ((myID) - (3))> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\n if <(myID) = [10]> then\n if <(rocketSize) = [S]> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\n if <(myID) = [11]> then\n if <(rocketSize) = [T]> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\n if <(myID) = [12]> then\n if <(rocketSize) = [R]> then\n switch costume to (join [ap] (join (myID) [a]))\n else\n switch costume to (join [ap] (join (myID) [b]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(myID) = [1]> then\n set [shape v] to [ball]\nend\nif <(myID) = [2]> then\n set [shape v] to [square]\nend\nif <(myID) = [3]> then\n set [shape v] to [triangle]\nend\nif <<[3] < (myID)> and <(myID) < [10]>> then\n set [color v] to ((myID) - (3))\nend\nif <(myID) = [10]> then\n set [rocketsize v] to [S]\nend\nif <(myID) = [11]> then\n set [rocketsize v] to [T]\nend\nif <(myID) = [12]> then\n set [rocketsize v] to [R]\nend\n\n@Page4\n\nwhen I receive [resetplatformer v]\nset [stageadditives v] to [0]\nset [stageadditivetype v] to [water]\nset [stageadditivewaterlevel v] to [1]\nset [rises and falls? v] to [0]\nset [portalsonetime? v] to [0]\nset [flagphysics? v] to [0]\nset [flagsthroughportals? v] to [0]\n\nwhen I receive [plateditpagechangeactivate v]\nif <(platEditMenuPage) = [4]> then\n clone\nend\n\nwhen I start as a clone\nforever\n if <not <<(playState) = [modifyPLAT]> and <(platEditMenuPage) = [4]>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-15)\nwait ((0.1) + (join [0.] ((((myID) + (1)) / (2)) * (10)))) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\ndefine clone\nset [myid v] to [1]\nrepeat (8)\n create clone of (_myself_ v)\n change [myid v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (a v)\nforever\n if <(myID) = [1]> then\n go to x: (-41.375) y: (71)\n if <(stageAdditives) = [1]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [2]> then\n go to x: (-21.375) y: (43)\n if <(stageAdditives) = [1]> then\n show\n else\n hide\n end\n if <(stageAdditiveType) = [lava]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [3]> then\n go to x: (-21.375) y: (15)\n if <(stageAdditives) = [1]> then\n show\n else\n hide\n end\n if <(stageAdditiveType) = [water]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [4]> then\n go to x: (-21.375) y: (-13)\n if <(stageAdditives) = [1]> then\n show\n else\n hide\n end\n if <(rises and falls?) = [1]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [5]> then\n go to x: (-67.375) y: (-86)\n if <(portalsOneTime?) = [1]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [6]> then\n go to x: (-67.375) y: (-157)\n if <(flagPhysics?) = [1]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [7]> then\n go to x: (127.625) y: (-157)\n if <(flagsThroughPortals?) = [1]> then\n repeat until <(costume [name v]) = [on]>\n switch costume to ((costume [number v]) - (1))\n end\n else\n repeat until <(costume [name v]) = [off]>\n next costume\n end\n end\n end\n if <(myID) = [8]> then\n if <(stageAdditives) = [1]> then\n show\n else\n hide\n end\n if <(stageAdditiveType) = [water]> then\n switch costume to (slider1 v)\n else\n switch costume to (slider2 v)\n end\n if <[1] = (stageAdditiveWaterLevel)> then\n go to x: (163) y: (-23)\n end\n if <[3] = (stageAdditiveWaterLevel)> then\n go to x: (163) y: (77)\n end\n if <[2] = (stageAdditiveWaterLevel)> then\n go to x: (163) y: (27)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n if <[2] > (mouse y)> then\n set [stageadditivewaterlevel v] to [1]\n go to x: (163) y: (-23)\n end\n if <(mouse y) > [52]> then\n set [stageadditivewaterlevel v] to [3]\n go to x: (163) y: (77)\n end\n if <<(mouse y) > [1]> and <[53] > (mouse y)>> then\n set [stageadditivewaterlevel v] to [2]\n go to x: (163) y: (27)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(myID) = [1]> then\n if <(stageAdditives) = [1]> then\n set [stageadditives v] to [0]\n broadcast (OFF v)\n else\n set [stageadditives v] to [1]\n broadcast (ON v)\n end\nend\nif <(myID) = [2]> then\n if <(stageAdditiveType) = [water]> then\n set [stageadditivetype v] to [lava]\n broadcast (ON v)\n else\n set [stageadditivetype v] to [water]\n broadcast (OFF v)\n end\nend\nif <(myID) = [3]> then\n if <(stageAdditiveType) = [water]> then\n set [stageadditivetype v] to [lava]\n broadcast (OFF v)\n else\n set [stageadditivetype v] to [water]\n broadcast (ON v)\n end\nend\nif <(myID) = [4]> then\n if <(rises and falls?) = [1]> then\n set [rises and falls? v] to [0]\n broadcast (OFF v)\n else\n set [rises and falls? v] to [1]\n broadcast (ON v)\n end\nend\nif <(myID) = [5]> then\n if <(portalsOneTime?) = [1]> then\n set [portalsonetime? v] to [0]\n broadcast (OFF v)\n else\n set [portalsonetime? v] to [1]\n broadcast (ON v)\n end\nend\nif <(myID) = [6]> then\n if <(flagPhysics?) = [1]> then\n set [flagphysics? v] to [0]\n broadcast (OFF v)\n else\n set [flagphysics? v] to [1]\n broadcast (ON v)\n end\nend\nif <(myID) = [7]> then\n if <(flagsThroughPortals?) = [1]> then\n set [flagsthroughportals? v] to [0]\n broadcast (OFF v)\n else\n set [flagsthroughportals? v] to [1]\n broadcast (ON v)\n end\nend\n\nif <(myID) = [7]> then\n\nbroadcast (ON v)\n\nbroadcast (OFF v)\n\n@WaterIndication\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(stageAdditives) = [1]> and <(playState) = [platformer]>> then\n switch costume to (join (stageAdditiveType) (stageAdditiveWaterLevel))\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n if <<(extendedPLAT) = [1]> and <[platformer] = (playState)>> then\n go to [front v] layer\n if <(inKeyDrawerTransition) = [0]> then\n set [ghost v] effect to (100)\n end\n show\n set y to ([y position v] of [key v])\n else\n hide\n end\n if <(letter (stagePlat) of (keyYet?)) = [1]> then\n switch costume to (add copy 10 v)\n else\n switch costume to (add copy 7 v)\n end\nend\n\nwhen I receive [resetplatformer v]\nset [keyyet? v] to [00000]\nset [dooryet? v] to [00000]\nset [lockyet? v] to [00000]\n\nwhen I receive [openkeydrawer v]\nset [ghost v] effect to (100)\nshow\ngo to x: (20) y: (0)\nset [myfluster v] to [-5]\nrepeat (5)\n change x by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (1)\nend\n\nwhen I receive [closeadd v]\nbroadcast (closeKeyDrawer v)\n\nwhen I receive [closekeydrawer v]\nset [myfluster v] to [5]\nwait (0.1) seconds\nrepeat (5)\n change x by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (-1)\nend\nset [inkeydrawertransition v] to [0]\n\nwhen this sprite clicked\nif <(letter (stagePlat) of (keyYet?)) = [0]> then\n broadcast (closeADD v)\n set [keyediting v] to [key]\nend\n\nwhen flag clicked\nset [keyediting v] to [0]\n\nwhen I receive [enterstage v]\nset [keyediting v] to [0]\n\nwhen I receive [resetplatformer v]\nset [keyediting v] to [0]\n\n@Sprite16\n\nwhen flag clicked\nforever\n if <<(extendedPLAT) = [1]> and <[platformer] = (playState)>> then\n go to [front v] layer\n if <(inKeyDrawerTransition) = [0]> then\n set [ghost v] effect to (100)\n end\n show\n set y to ([y position v] of [key v])\n else\n hide\n end\n if <(letter (stagePlat) of (doorYet?)) = [1]> then\n switch costume to (add copy 11 v)\n else\n switch costume to (add copy 8 v)\n end\nend\n\nwhen I receive [resetplatformer v]\nset [keyyet? v] to [00000]\nset [dooryet? v] to [00000]\nset [lockyet? v] to [00000]\n\nwhen I receive [openkeydrawer v]\nset [ghost v] effect to (100)\nshow\ngo to x: (20) y: (0)\nset [myfluster v] to [-5]\nwait (0.05) seconds\nrepeat (5)\n change x by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (1)\nend\n\nwhen I receive [closeadd v]\nbroadcast (closeKeyDrawer v)\n\nwhen I receive [closekeydrawer v]\nset [myfluster v] to [5]\nwait (0.05) seconds\nrepeat (5)\n change x by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (-1)\nend\nset [inkeydrawertransition v] to [0]\n\nwhen this sprite clicked\nif <(letter (stagePlat) of (doorYet?)) = [0]> then\n broadcast (closeADD v)\n set [keyediting v] to [door]\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n if <<(extendedPLAT) = [1]> and <[platformer] = (playState)>> then\n go to [front v] layer\n if <(inKeyDrawerTransition) = [0]> then\n set [ghost v] effect to (100)\n end\n show\n set y to ([y position v] of [key v])\n else\n hide\n end\n if <(letter (stagePlat) of (lockYet?)) = [1]> then\n switch costume to (add copy 10 v)\n else\n switch costume to (add copy 7 v)\n end\nend\n\nwhen I receive [resetplatformer v]\nset [keyyet? v] to [00000]\nset [dooryet? v] to [00000]\nset [lockyet? v] to [00000]\n\nwhen I receive [openkeydrawer v]\nset [ghost v] effect to (100)\nshow\ngo to x: (20) y: (0)\nset [myfluster v] to [-5]\nwait (0.1) seconds\nrepeat (5)\n change x by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (1)\nend\n\nwhen I receive [closeadd v]\nbroadcast (closeKeyDrawer v)\n\nwhen I receive [closekeydrawer v]\nset [myfluster v] to [5]\nrepeat (5)\n change x by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (-1)\nend\nset [inkeydrawertransition v] to [0]\n\nwhen this sprite clicked\nif <(letter (stagePlat) of (lockYet?)) = [0]> then\n broadcast (closeADD v)\n set [keyediting v] to [lock]\nend\n\n@keyPart\n\ndefine findLOCATION (find)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <(find) = (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))> then\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n stop [this script v]\n end\n end\nend\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine erase (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nfindLOCATION [p]\n\nwhen flag clicked\nforever\n if <<(keyEditing) = [key]> and <(letter (stagePlat) of (keyYet?)) = [0]>> then\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [218]> then\n set x to (218)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[98] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[224] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (98)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n else\n if <<<(playState) = [platformer]> or <(playState) = [platTest]>> and <<(keyEditing) = [key]> or <not <(letter (stagePlat) of (keyYet?)) = [0]>>>> then\n if <(playState) = [platTest]> then\n if <(keyObtained?) = [0]> then\n show\n else\n hide\n end\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nif <<(keyEditing) = [key]> and <(letter (stagePlat) of (keyYet?)) = [0]>> then\n decodeLOCATION (x position) (y position)\n if <[0] = (letter (countLOCATION) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))> then\n record [k]\n ummm...............\n end\nend\n\ndefine record (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) (id_char))\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen I receive [enterstage v]\nfindLOCATION [k]\ntranslateANDmove (countLOCATION) (countROW)\n\ndefine ummm...............\nset [temporarytranscriptionvarforkey v] to []\nrepeat ((stagePlat) - (1))\n set [temporarytranscriptionvarforkey v] to (join (temporaryTranscriptionVarForKey) (letter ((length of (temporaryTranscriptionVarForKey)) + (1)) of (keyYet?)))\nend\nset [temporarytranscriptionvarforkey v] to (join (temporaryTranscriptionVarForKey) [1])\nrepeat ((5) - (stagePlat))\n set [temporarytranscriptionvarforkey v] to (join (temporaryTranscriptionVarForKey) (letter ((length of (temporaryTranscriptionVarForKey)) + (1)) of (keyYet?)))\nend\nset [keyyet? v] to (temporaryTranscriptionVarForKey)\n\nif then\nend\n\n@doorPart\n\ndefine findLOCATION\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <[availablekeydoormaterials v] contains (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))?> then\n switch costume to (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n stop [this script v]\n end\n end\nend\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine erase (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen flag clicked\nforever\n if <<(keyEditing) = [door]> and <(letter (stagePlat) of (doorYet?)) = [0]>> then\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [218]> then\n set x to (218)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <((113) - ((costume [number v]) * (15))) < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[224] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to ((113) - ((costume [number v]) * (15)))\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n else\n if <<(playState) = [platformer]> and <<(keyEditing) = [door]> or <not <(letter (stagePlat) of (doorYet?)) = [0]>>>> then\n show\n set [ghost v] effect to (0)\n else\n hide\n switch costume to (g v)\n end\n end\nend\n\nwhen this sprite clicked\nif <<(keyEditing) = [door]> and <(letter (stagePlat) of (doorYet?)) = [0]>> then\n decodeLOCATION (x position) (y position)\n if <[0] = (letter (countLOCATION) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))> then\n record (costume [name v])\n ummm...............\n set [keyediting v] to [0]\n end\nend\n\ndefine record (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) (id_char))\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen I receive [enterstage v]\nfindLOCATION\ntranslateANDmove (countLOCATION) (countROW)\n\ndefine ummm...............\nset [temporarytranscriptionvarforkeydoorrecording v] to []\nrepeat ((stagePlat) - (1))\n set [temporarytranscriptionvarforkeydoorrecording v] to (join (TemporaryTranscriptionVarForKeyDoorRecording) (letter ((length of (TemporaryTranscriptionVarForKeyDoorRecording)) + (1)) of (doorYet?)))\nend\nset [temporarytranscriptionvarforkeydoorrecording v] to (join (TemporaryTranscriptionVarForKeyDoorRecording) [1])\nrepeat ((5) - (stagePlat))\n set [temporarytranscriptionvarforkeydoorrecording v] to (join (TemporaryTranscriptionVarForKeyDoorRecording) (letter ((length of (TemporaryTranscriptionVarForKeyDoorRecording)) + (1)) of (doorYet?)))\nend\nset [dooryet? v] to (TemporaryTranscriptionVarForKeyDoorRecording)\n\nwhen flag clicked\ndelete all of [availablekeydoormaterials v]\nadd [g] to [availablekeydoormaterials v]\nadd [h] to [availablekeydoormaterials v]\nadd [i] to [availablekeydoormaterials v]\nadd [j] to [availablekeydoormaterials v]\n\nwhen [space v] key pressed\nhide\nif <(keyEditing) = [door]> then\n next costume\n wait (0) seconds\n show\nend\n\nif <<<(playState) = [platformer]> or <(playState) = [platTest]>> and <<(keyEditing) = [key]> or <not <(letter (stagePlat) of (keyYet?)) = [0]>>>> then\n if <(playState) = [platTest]> then\n if <(keyObtained?) = [0]> then\n show\n else\n hide\n end\n else\n show\n end\nelse\n hide\nend\n\n@lockPart\n\ndefine findLOCATION (number or text)\nset [countrow v] to (((stagePlat) - (1)) * (17))\nrepeat (17)\n change [countrow v] by (1)\n set [countlocation v] to [0]\n repeat (32)\n change [countlocation v] by (1)\n if <(number or text) = (letter (countLOCATION) of (item (countROW) of [platformerleveldata v]))> then\n change [countrow v] by (() - (((stagePlat) - (1)) * (17)))\n stop [this script v]\n end\n end\nend\n\ndefine translateANDmove (x) (y)\ngo to x: ((-232) + (((x) - (1)) * (15))) y: ((113) - (((y) - (1)) * (15)))\n\ndefine decodeLOCATION (x) (y)\nset [countlocation v] to (round (((247) + (x)) / (15)))\nset [countrow v] to (round (() - (((y) - (128)) / (15))))\n\ndefine erase (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) [0])\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen flag clicked\nforever\n if <<(keyEditing) = [lock]> and <(letter (stagePlat) of (lockYet?)) = [0]>> then\n show\n if <(round (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))) > [218]> then\n set x to (218)\n else\n set x to (((15) * (round (((mouse x) + (7.5)) / (15)))) - (7.5))\n end\n if <not <<(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> or <[98] < (round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5)))>>> then\n set y to (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))\n if <<[224] < (mouse x)> or <(mouse x) < [-239]>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(round (((15) * (round (((mouse y) + (7.5)) / (15)))) - (7.5))) < [-127]> then\n set y to (-127)\n set [ghost v] effect to (50)\n else\n set y to (98)\n set [ghost v] effect to (50)\n end\n end\n set [row v] to ((1) + ([abs v] of ((16) - (((round (((15) * (round (((y position) + (7.5)) / (15)))) - (7.5))) + (127)) / (15))) ))\n set [column v] to (round (((round (((15) * (round (((x position) + (7.5)) / (15)))) - (7.5))) / (15)) + (16.47)))\n else\n if <<<(playState) = [platformer]> or <(playState) = [platTest]>> and <<(keyEditing) = [lock]> or <not <(letter (stagePlat) of (lockYet?)) = [0]>>>> then\n if <(playState) = [platTest]> then\n if <(keyObtained?) = [1]> then\n show\n else\n hide\n end\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nif <<(keyEditing) = [lock]> and <(letter (stagePlat) of (lockYet?)) = [0]>> then\n decodeLOCATION (x position) (y position)\n if <[0] = (letter (countLOCATION) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v]))> then\n record [l]\n ummm...............\n set [keyediting v] to [0]\n end\nend\n\ndefine record (id_char)\ndecodeLOCATION (x position) (y position)\nset [transcribe v] to []\nset [repround v] to [0]\nrepeat (32)\n change [repround v] by (1)\n if <(repRound) = (countLOCATION)> then\n set [transcribe v] to (join (transcribe) (id_char))\n else\n set [transcribe v] to (join (transcribe) (letter (repRound) of (item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v])))\n end\nend\nreplace item ((countROW) + (((stagePlat) - (1)) * (17))) of [platformerleveldata v] with (transcribe)\n\nwhen I receive [enterstage v]\nfindLOCATION [l]\ntranslateANDmove (countLOCATION) (countROW)\n\ndefine ummm...............\nset [aaaaatemplocksavevarthing v] to []\nrepeat ((stagePlat) - (1))\n set [aaaaatemplocksavevarthing v] to (join (aaaaaTempLockSaveVarThing) (letter ((length of (aaaaaTempLockSaveVarThing)) + (1)) of (lockYet?)))\nend\nset [aaaaatemplocksavevarthing v] to (join (aaaaaTempLockSaveVarThing) [1])\nrepeat ((5) - (stagePlat))\n set [aaaaatemplocksavevarthing v] to (join (aaaaaTempLockSaveVarThing) (letter ((length of (aaaaaTempLockSaveVarThing)) + (1)) of (lockYet?)))\nend\nset [lockyet? v] to (aaaaaTempLockSaveVarThing)\n\n@Sprite19\n\nwhen flag clicked\nhide\nset [eastereggstringone v] to []\nforever\n if <(playState) = [intro]> then\n if <<not <(easterEggStringOne) = [meow]>> and <[0.75] < (timer)>> then\n set [eastereggstringone v] to []\n end\n end\nend\n\nwhen [m v] key pressed\nif <(playState) = [intro]> then\n if <(easterEggStringOne) = []> then\n set [eastereggstringone v] to (join (easterEggStringOne) [m])\n start sound [m v]\n reset timer\n set [ideeclone v] to [m]\n create clone of (_myself_ v)\n end\nend\n\nwhen [e v] key pressed\nif <(playState) = [intro]> then\n if <(easterEggStringOne) = [m]> then\n set [eastereggstringone v] to (join (easterEggStringOne) [e])\n start sound [e v]\n reset timer\n set [ideeclone v] to [e]\n create clone of (_myself_ v)\n end\nend\n\nwhen [o v] key pressed\nif <(playState) = [intro]> then\n if <(easterEggStringOne) = [me]> then\n set [eastereggstringone v] to (join (easterEggStringOne) [o])\n start sound [o v]\n reset timer\n set [ideeclone v] to [o]\n create clone of (_myself_ v)\n end\nend\n\nwhen [w v] key pressed\nif <(playState) = [intro]> then\n if <(easterEggStringOne) = [meo]> then\n set [eastereggstringone v] to (join (easterEggStringOne) [w])\n start sound [w v]\n reset timer\n set [ideeclone v] to [w]\n create clone of (_myself_ v)\n broadcast (MEOW v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (idEEclone)\ngo to x: (0) y: (-15)\nset [ghost v] effect to (100)\nshow\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (-20)\n change [myfluster v] by (-1)\nend\n\nwhen I start as a clone\nforever\n if <(easterEggStringOne) = []> then\n wait ((costume [number v]) * (0.05)) seconds\n set [myfluster v] to [5]\n repeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (-1)\n end\n delete this clone\n end\nend\n\nwhen I receive [endpicklang v]\nwait ((costume [number v]) * (0.05)) seconds\nset [myfluster v] to [5]\nrepeat (5)\n change y by (myFluster)\n change [ghost v] effect by (20)\n change [myfluster v] by (-1)\nend\ndelete this clone\n\n@Instructions\n\nwhen flag clicked\nhide\nforever\n go to x: (mouse x) y: (mouse y)\n if <[isometric] = (playState)> then\n if <[ERASE] = (isoEdit)> then\n switch costume to (instruction_01 v)\n show\n else\n hide\n end\n else\n hide\n end\nend\n\n@Sprite20\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n
A New Earth / A Platformer
@Stage\n\n@cube\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 levul v)?> then\n change y by (2)\n if <touching (ground levul v)?> then\n change y by (2)\n if <touching (ground levul v)?> then\n change y by (2)\n if <touching (ground levul v)?> then\n change y by (2)\n if <touching (ground levul v)?> then\n change y by (2)\n if <touching (ground levul 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 levul 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 levul v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (death v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen 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 size by (-5)\nend\ndelete this clone\n\n@ground levul\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [Logic - 5am \(Instrumental\) \(online-audio-converter.com\) v] until done\nend\n\n@death\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@the thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n
#5 on games?! 0-O \nTOP LOVED?!?!?!?!?! 7/18/2020\nTYSM!!!!!\nnew platformer is out :)\nhttps://scratch.mit.edu/projects/413267393
First Platformer
@Stage\n\nwhen flag clicked\nforever\n start sound [Best song ever v]\n play sound [Best song ever v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n Reset\n repeat until <(EXIT) > []>\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [die]> then\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [12]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-2)\n point in direction (-90)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (2)\n point in direction (90)\n end\nend\nif <(yv) > [-12]> then\n change [yv v] by (-1)\nend\nMove Y (yv)\nMove X (xv)\nset [xv v] to ((xv) * (.8))\nif <(x position) > [230]> then\n set [exit v] to [win]\nend\n\ndefine Reset\ngo to x: (-200) y: (-75)\npoint in direction (90)\nset [exit v] to []\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange y by (y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n if <(yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n set [yv v] to [0]\n change y by (-5)\n if <touching (level v)?> then\n set [in air v] to [0]\n end\n change y by (5)\nend\n\ndefine Move X (x)\nchange x by (x)\nif <touching (level v)?> then\n repeat (10)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-10)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [xv v] to [-16]\n else\n set [xv v] to [16]\n end\n set [in air v] to [0]\n else\n set [xv v] to [0]\n end\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) = [50]>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n change [n v] by (1)\n end\nend\n\nwhen flag clicked\nif <key (space v) pressed?> then\n show variable [you found an easter egg : d v]\nend\n\n@Level\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nshow\n\nwhen flag clicked\nhide\n\n
WASD or arrow keys. No way to die. This is my first platformer. Not moble friendly. Sorry. \n\nThis is over 2 years old.\n\nOMG OVER 300 views.\n\nThere is a hidden easter egg.\n\n
☁Multiplayer Platformer☁ Mobile friendly #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@Game text\n\nwhen I receive [initialise v]\nset [level # v] to [1]\nhide\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (Level #)\n\n@Level\n\nwhen I receive [initialise v]\nset [level # v] to [1]\nhide\n\nwhen I receive [tick v]\nshow\nswitch costume to (Level #)\n\n@Chat \n\nwhen [t v] key pressed\nshow\nwait (0.5) seconds\nrepeat until <key (t v) pressed?>\nend\nhide\n\nwhen flag clicked\nhide\nwait (1.5) seconds\nset [☁ chat v] to (join (username?) [ Has Joined the game])\n\n@Bad\n\nwhen I receive [initialise v]\nset [level # v] to [1]\nhide\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (Level #)\n\n@Player\n\ndefine Movement (id)\nplatform physics (10) (-0.8) (0.9) (0.65) (10) (8)\nSave My Data\nshow\nthink (username)\nif <touching (bad v)?> then\n go to x: (-180) y: (180)\nend\nif <(x position) > [235]> then\n change [level # v] by (1)\n go to x: (-235) y: (y position)\nend\nif <(Level #) > [1]> then\n if <(x position) < [-235]> then\n change [level # v] by (-1)\n go to x: (235) y: (y position)\n end\nend\n\nwhen I receive [initialise v]\ngo to x: (-180) y: (0)\nhide\nset [username? v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nTick\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n think (item ((id) * (5)) of [cloud list v])\n go to x: (item (((id) * (5)) - (4)) of [cloud list v]) y: (item (((id) * (5)) - (3)) of [cloud list v])\n switch costume to (join [P] (id))\n if <(Level #) = (item (((id) * (5)) - (1)) of [cloud list v])> then\n show\n else\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 (9999) to (999999)) to [my list v]\nadd (Level #) to [my list v]\nadd (username?) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (Player #)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (level v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (level v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<((mouse y) - (y position)) > [50]> and <mouse down?>> or <key (up arrow v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (movement speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (level v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (level v)?> then\n change y by (1)\n end\n end\n if <touching (level v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (level v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<<((mouse y) - (y position)) > [50]> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (left arrow v) pressed?> 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 <<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\nwait (0.1) seconds\n\nwhen flag clicked\n\nwhen [t v] key pressed\nwait (0.1) seconds\nrepeat until <key (t v) pressed?>\n if <key (1 v) pressed?> then\n set [☁ chat v] to (join (username) [ : Hi!])\n end\n if <key (2 v) pressed?> then\n set [☁ chat v] to (join (username) [ : oops...])\n end\n if <key (3 v) pressed?> then\n set [☁ chat v] to (join (username) [ : Oh no!])\n end\n if <key (4 v) pressed?> then\n set [☁ chat v] to (join (username) [ : Ok])\n end\n if <key (5 v) pressed?> then\n set [☁ chat v] to (join (username) [ : HELP!])\n end\n if <key (6 v) pressed?> then\n set [☁ chat v] to (join (username) [ : LaGgY])\n end\n if <key (7 v) pressed?> then\n set [☁ chat v] to (join (username) [ : Cool!])\n end\n if <key (8 v) pressed?> then\n set [☁ chat v] to (join (username) [ : Follow me!])\n end\nend\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (0.5) seconds\nhide\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) * (4)) - (1)) 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 <(Player #) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (4)) - (1)) 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 (1.1) 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 [☁ 1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ 2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ 3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ 4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ 5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ 6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ 7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ 8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ 9 v] to (Output)\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 (Player #)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ 1) (join (☁ 2) (join (☁ 3) (join (☁ 4) (join (☁ 5) (join (☁ 6) (join (☁ 7) (join (☁ 8) (☁ 9)))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (45)\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\n@Message\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [3000]\nif <not <(Player #) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\n change [tick # v] by (1)\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 [idle? v] to [False]\nset [moved? v] to [800]\nset [tick # v] to [0]\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) = [-Slicer-]>> or <mouse down?>> or <(Full?) = [True]>> then\n set [moved? v] to [1000]\nend\nchange [moved? v] by (-1)\nif <(Moved?) < [1]> then\n broadcast (You have been booted. v)\n stop [all v]\nend\n\ndefine Get Player Slot\nset [player # 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?) * (4)) - (2)) of [cloud list v]) to [check v]\nend\nwait (1.5) 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?) * (4)) - (2)) of [cloud list v])> then\n set [player # v] to (Moved?)\n stop [this script v]\n end\nend\n\n@Players\n\nwhen I receive [tick v]\nset [ghost v] effect to (15)\nif <(Players) = [1]> then\n switch costume to (1 v)\nelse\n if <(Players) = [2]> then\n switch costume to (2 \(1\) v)\n else\n if <(Players) = [3]> then\n switch costume to (3 \(1\) v)\n else\n if <(Players) = [4]> then\n switch costume to (4 \(1\) v)\n else\n if <(Players) = [5]> then\n switch costume to (5 \(1\) v)\n else\n if <(Players) = [6]> then\n switch costume to (6 \(1\) v)\n else\n if <(Players) = [7]> then\n switch costume to (7 v)\n else\n if <(Players) = [8]> then\n switch costume to (8 v)\n else\n if <(Players) = [9]> then\n switch costume to (9 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to [front v] layer\n\n@Watermark\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (30)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nhide variable [☁ chat v]\nshow\nset y to (200)\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (20)\n change y by (-2.5)\nend\n\n
Server 2:https://scratch.mit.edu/projects/412020249\nHi! I was inspired by multiple scratchers to create this Cloud multiplayer platformer. I will be making many of these from now on, maybe even more than offline platformers.\nIMPORTANT: new scratchers can't play!\nIf you are Idle 20 seconds, you get kicked out.\nMusic is, of course, not by me: Faded, By alan walker.\n60% Of code by me. Trying to make better code by me.\nPress 'T' to open chat. List of commands is opened. press number. Press 'T' to close.\n@StratfordJames Loved!\n@0014049 Loved and Faved!\n@Zillien Loved!\n@Lufof Loved and Faved!\n@-Fusion- Loved and Faved!\n\n\n\n\n\n#Games #Cloud #Multiplayer #Platformers #All #mobile\n
Math ||A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded \(纯音乐\) v] until done\nend\n\n@blank\n\n@player(scrolling)\n\nwhen flag clicked\nsetupAll\nbroadcast (flag v)\nforever\n setup\n repeat until <(exit) > [0]>\n broadcast (tick v)\n tick\n end\n die\nend\n\ndefine setup\nshow\npoint in direction (90)\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [x v] to (Check X)\nset [y v] to (Check Y)\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [slope v] to [0]\nset [jump v] to [5]\nset [exit v] to []\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\n\ndefine tick\ndie test\nwalk <key (left arrow v) pressed?> [-2.3] [-90]\nwalk <key (right arrow v) pressed?> [2.3] [90]\nif <key (up arrow v) pressed?> then\n if <(jump) < [4]> then\n set [speed y v] to [17]\n end\nend\nif <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <touching (jump! v)?> then\n set [jump v] to [5]\n set [speed y v] to [42]\nend\nif <(speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nif <([abs v] of (speed x) ) > [-0.001]> then\n change x by (round ((speed x) + (SX Plus)))\nend\nset [speed x v] to ((speed x) * (0.8))\nchange [camera y v] by (((y) - (CAMERA Y)) / (10))\nset [camera x v] to (x)\nposition\n\ndefine walk <boolean> (change x) (direct)\nif <boolean> then\n change [speed x v] by (change x)\n point in direction (direct)\nend\n\ndefine change x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platformer v)?> or <touching (moving v)?>> then\n repeat (10)\n change [y v] by (1)\n position\n if <<not <touching (platformer v)?>> and <not <touching (moving v)?>>> then\n stop [this script v]\n end\n end\n set [speed x v] to [0]\n change [y v] by (-10)\n repeat until <<not <touching (platformer v)?>> and <not <touching (moving v)?>>>\n if <[0] < (sx)> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\n if <key (up arrow v) pressed?> then\n set [jump v] to [1]\n if <(sx) > [0]> then\n set [speed x v] to [-15]\n else\n if <[0] > (sx)> then\n set [speed x v] to [15]\n end\n end\n position\n end\nend\n\ndefine change y by (sy)\nchange [y v] by (sy)\nchange [jump v] by (1)\nposition\nif <touching (moving v)?> then\n set [touching moving v] to [1]\nelse\n set [touching moving v] to [0]\nend\nrepeat until <<not <touching (platformer v)?>> and <not <touching (moving v)?>>>\n if <[0] < (sy)> then\n change [y v] by (-1)\n else\n set [jump v] to [0]\n change [y v] by (1)\n end\n position\n set [speed y v] to [0]\nend\nif <(Touching Moving) = [0]> then\n set [sx plus v] to [0]\nend\n\ndefine die test\nif <(CAMERA Y) < [-200]> then\n set [exit v] to [die]\nend\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <key (space v) pressed?> then\n set [exit v] to [die]\nend\n\ndefine die\nrepeat (15)\n change y by (10)\n change [ghost v] effect by (9)\nend\n\ndefine setupAll\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [check x v] to [0]\nset [check y v] to [0]\nset [win v] to [0]\n\n@platformer\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [flag v]\nset clones\n\ndefine set clones\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nrepeat (1)\n clone and change x, y by [450] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\nend\nrepeat (1)\n clone and change x, y by [0] [360]\n clone and change x, y by [480] [0]\n clone and change x, y by [960] [0]\n clone and change x, y by [0] [360]\n clone and change x, y by [480] [-360]\nend\nrepeat (1)\n clone and change x, y by [720] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [0] [360]\n clone and change x, y by [-480] [0]\n clone and change x, y by [0] [360]\nend\nclone and change x, y by [480] [-360]\nclone and change x, y by [750] [-250]\nclone and change x, y by [200] [450]\nclone and change x, y by [2000] [2000]\n\nset [camera x v] to [0]\nset [camera y v] to [0]\n\n@background\n\ndefine render\nset [idx v] to [0]\nrepeat (13)\n draw line from [-250] (((180) - (((CAMERA Y) / (3)) mod (30))) - ((idx) * (30))) to [240] (((180) - (((CAMERA Y) / (3)) mod (30))) - ((idx) * (30)))\n change [idx v] by (1)\nend\nset [idx v] to [0]\nrepeat (16)\n draw line from (((240) - (((CAMERA X) / (3)) mod (30))) - ((idx) * (30))) [-180] to (((240) - (((CAMERA X) / (3)) mod (30))) - ((idx) * (30))) [180]\n change [idx v] by (1)\nend\n\ndefine draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [flag v]\nset pen color to (#216fdd)\nset pen size to (3)\nset pen (transparency v) to (70)\n\nwhen I receive [tick v]\nerase all\nrender\n\n@bgmath\n\ndefine position\ngo to x: (((x) - (CAMERA X)) / (3)) y: (((y) - (CAMERA Y)) / (3))\nif <<(round (((x) - (CAMERA X)) / (3))) = (round (x position))> and <(round (((y) - (CAMERA Y)) / (3))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by ((x) * (3))\nchange [y v] by ((y) * (3))\n\nclone at [0] [0]\nclone at [480] [0]\n\nwhen I receive [flag v]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (50)\nswitch costume to (costume1 v)\nclone and change x, y by [480] [0]\nclone and change x, y by [480] [0]\nclone and change x, y by [0] [180]\nclone and change x, y by [480] [0]\nclone and change x, y by [480] [180]\nclone and change x, y by [0] [-360]\nclone and change x, y by [400] [360]\n\n@Moving\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(clone) = [1]> then\n position\nelse\n hide\nend\n\ndefine clone at (x) (y) speed: (speed) range: (x1) (x2)\nset [clone v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [range 1 v] to (x1)\nset [range 2 v] to (x2)\ncreate clone of (_myself_ v)\nset [clone v] to [0]\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I start as a clone\nforever\n change [x v] by (speed)\n if <(x) > (range 2)> then\n set [speed v] to (() - ([abs v] of (speed) ))\n end\n if <(x) < (range 1)> then\n set [speed v] to ([abs v] of (speed) )\n end\n if <<(distance to [player\(scrolling\) v]) < [70]> and <(Touching Moving) = [1]>> then\n set [sx plus v] to (speed)\n end\nend\n\nwhen I receive [flag v]\nset [clone v] to [0]\nset [x v] to [100000]\nset [y v] to [100000]\nset [speed v] to [0]\nclone at [2850] [443] speed: [5] range: [2900] [3400]\nclone at [4360] [385] speed: [6] range: [4220] [4750]\nclone at [5750] [385] speed: [3] range: [5750] [6000]\n\n@jump!\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [flag v]\nset [x v] to [6242]\nset [y v] to [437]\nswitch costume to (costume1 v)\n\n@danger\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [flag v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nrepeat (1)\n clone and change x, y by [450] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\nend\nrepeat (1)\n clone and change x, y by [0] [360]\n clone and change x, y by [480] [0]\n clone and change x, y by [960] [0]\n clone and change x, y by [0] [360]\n clone and change x, y by [480] [-360]\nend\nrepeat (1)\n clone and change x, y by [720] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [0] [360]\n clone and change x, y by [-480] [0]\n clone and change x, y by [0] [360]\nend\nrepeat (1)\n clone and change x, y by [480] [-360]\n clone and change x, y by [750] [-250]\n clone and change x, y by [200] [450]\nend\nclone at [4600] [447]\n\n@checkpoints\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\nif <<(costume [name v]) = [false]> and <touching (player\(scrolling\) v)?>> then\n next costume\n set [ghost v] effect to (15)\n set [check x v] to (x)\n set [check y v] to (y)\nend\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [flag v]\nset [ghost v] effect to (40)\nswitch costume to (false v)\nclone at [0] [-45]\nclone at [1315] [120]\nclone at [2236] [293]\nclone at [4920] [392]\n\n@winpoint\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\nif <<touching (player\(scrolling\) v)?> and <(costume [number v]) = [1]>> then\n set [win v] to [1]\n set [check x v] to (x)\n set [check y v] to (y)\n next costume\n set [ghost v] effect to (15)\nend\n\nwhen I receive [flag v]\nset [x v] to [6465]\nset [y v] to [877]\nset [ghost v] effect to (40)\nswitch costume to (false v)\n\n@words\n\ndefine position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <<(round ((x) - (CAMERA X))) = (round (x position))> and <(round ((y) - (CAMERA Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine clone and change x, y by (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [flag v]\nset [ghost v] effect to (20)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nrepeat (1)\n clone and change x, y by [450] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [480] [0]\nend\nrepeat (1)\n clone and change x, y by [0] [360]\n clone and change x, y by [480] [0]\n clone and change x, y by [960] [0]\n clone and change x, y by [0] [360]\n clone and change x, y by [480] [-360]\nend\nrepeat (1)\n clone and change x, y by [720] [0]\n clone and change x, y by [480] [0]\n clone and change x, y by [0] [360]\n clone and change x, y by [-480] [0]\n clone and change x, y by [0] [360]\nend\nclone and change x, y by [480] [-360]\nclone and change x, y by [750] [-250]\nclone and change x, y by [200] [450]\n\n@thb4\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@thb2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
A Scrolling Platformer for the contest\nSpam the flag\nArrow keys to move\n\nIt's short and easy, but hope you like it!\n\n\n\n\n\n\n\n\n\n\n\n
Block man Platformer
@Stage\n\nwhen flag clicked\nset volume to (20) %\nplay sound [Undertale+Ost_100+-+Megalovania v] until done\n\nstart sound [Undertale+Ost_100+-+Megalovania v]\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\n\nwhen I receive [done v]\ngo to x: (-187) y: (120)\n\ngo to x: (-188) y: (110)\n\nwhen I receive [done2 v]\ngo to x: (-191) y: (34)\n\ngo to x: (-187) y: (23)\n\nwhen I receive [good v]\n\nwhen I receive [asdfg v]\nshow\ngo to x: (-199) y: (46)\n\ngo to x: (-194) y: (35)\n\nwhen I receive [done v]\nforever\n if <touching (sprite5 v)?> then\n go to x: (-188) y: (110)\n end\nend\n\nchange y by (speedY)\nif <touching (sprite2 v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\nelse\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nwhen flag clicked\n\ngo to x: (-186) y: (34)\n\ngo to x: (-187) y: (34)\n\nchange [speedx v] by (1)\n\nwhen flag clicked\n\nif <touching (sprite2 v)?> then\n change y by ((speedY) * (-1))\nend\n\nwhen I receive [done3 v]\ngo to x: (-168) y: (44)\n\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\ngo to x: (36) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [start v]\nset rotation style [don't rotate v]\nswitch costume to (모양 1 v)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [speedx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [speedx v] by (-1)\n end\n change x by (speedX)\n if <touching (sprite2 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 (sprite2 v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n if <key (1 v) pressed?> then\n switch costume to (모양 2 v)\n else\n if <key (2 v) pressed?> then\n switch costume to (모양 1 v)\n end\n end\n if <<key (space v) pressed?> and <key (right arrow v) pressed?>> then\n change x by (6)\n end\n if <<key (space v) pressed?> and <key (left arrow v) pressed?>> then\n change x by (-6)\n end\nend\n\nhide\nforever\n repeat (1)\n if <touching (into 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 end\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nhide\n\nwhen I receive [good v]\nwait (0.3) seconds\nthink [why i'm doing this?] for (1) seconds\n\n@Sprite2\n\nwhen flag clicked\n\nwhen I receive [done v]\nswitch costume to (costume2 v)\n\nwhen I receive [done2 v]\nswitch costume to (costume3 v)\n\nwhen I receive [good v]\nhide\n\nwhen I receive [done3 v]\nswitch costume to (costume4 v)\n\nwhen I receive [done v]\n\nwhen flag clicked\nhide\n\ngo to x: (32) y: (34)\n\nswitch costume to (costume1 v)\nset size to (75) %\n\nwhen I receive [asdfg v]\nswitch costume to (costume5 v)\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (75) %\n\nwhen I receive [start v]\nshow\nforever\n go to x: (32) y: (27)\n if <touching (mouse-pointer v)?> then\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-199) y: (112)\nset size to (50) %\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\ngo to x: (207) y: (132)\nforever\n if <touching (sprite1 v)?> then\n broadcast (Done2 v)\n end\nend\n\nwhen I receive [done2 v]\ngo to x: (207) y: (132)\nforever\n if <touching (sprite1 v)?> then\n broadcast (Done3 v)\n end\nend\n\nwhen I receive [good v]\nhide\n\nwhen I receive [done3 v]\ngo to x: (199) y: (134)\nforever\n if <touching (sprite1 v)?> then\n broadcast (ASDFG v)\n end\nend\n\nwhen I receive [asdfg v]\ngo to x: (211) y: (113)\nforever\n if <touching (sprite1 v)?> then\n broadcast (good v)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (Done v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\n\nwhen I receive [good v]\nshow\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ngo [backward v] (1) layers\n\nwhen I receive [done2 v]\nhide\n\nwhen I receive [done v]\ngo to x: (29) y: (23)\nshow\n\ngo to x: (32) y: (20)\n\ngo to x: (32) y: (20)\n\nwhen I receive [done v]\nforever\n turn right (3) degrees\n if <touching (mouse-pointer v)?> then\n stop [this script v]\n end\nend\n\nforever\n\nwhen I receive [start v]\nhide\n\n
---------------------------------controls-----------------------\nArrow key or wasd To move\n1key to switch costume\n2key to back to 1 costume\nand if you want a Remix ask to me\n\n @hyunhochae ☜(゚ヮ゚☜)\n╰(*°▽°*)╯follow me ♪ please! and good luck!!\n make sure follow this two guy\n @KF4002 &@hyunhochae
Mars || Mobile platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Plugged by -Xaf- v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (right v)\nset [level v] to [1]\nswitch costume to (right v)\ngo to x: (-159) y: (-42)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground levels v)?> then\n Speedy\n if <touching (ground levels v)?> then\n change y by (-6)\n X Collision\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> 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 (ground levels v)?> then\n Y Collision\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <<(y position) < (mouse y)> and <(Y) < [0]>>>>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [255]> then\n go to x: (-159) y: (-42)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Next v)\n end\n if <<touching (dangers v)?> and <touching color (#ff0000)?>> then\n Death\n end\nend\n\ndefine Speedy\nrepeat (6)\n if <touching (ground levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (ground levels v)?>>\n if <(Y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (ground levels v)?>>\n if <(X) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine Death\ngo to x: (-159) y: (-42)\nset [x v] to [0]\nset [y v] to [0]\n\n@Ground Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n go to x: (34) y: (13)\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Dangers\n\nwhen I receive [next v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\nshow\n\n@Stars\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set size to (pick random (40) to (90)) %\n go to x: (200) y: (pick random (-100) to (300))\n switch costume to (star v)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2) secs to x: (-200) y: (y position)\n delete this clone\nend\n\nwhen flag clicked\nwait (60) seconds\nif <not <(LEVEL) = [15]>> then\n switch costume to (dark star v)\n broadcast (Game Over v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Blank\n\n@Blank 2\n\n
Do you like Mars?\nThis platform is perfect for you!\nI will do the second part, but...on Neptune!\nJuly 20, 2020\nWooow! In only 3 days I have 301 vis., 28 ❤ and 23 fav! I don't believe it! Thank you very very much to help me to entry in the explore! I do new platform! Wait them! Visit my profile to look all of my projects, I' m working now on the " Minion's Earth", it's a friendly mobile MULTIPLAYER platform! \nI think I will finish the game on Thursday...\n#games #frafena #frafena08 #TropicalCoder13 #space #Mars #Perseverance #astronaunt #SamanthaCristoforetti #platforms #forever #♡love # fav☆ #follow◇
The Game(Platformer) Mobile Friendly
@Stage\n\nwhen flag clicked\nswitch backdrop to (bg v)\nset [stage v] to [1]\nset [player v] to [1]\nset [shop v] to [No]\nset [music v] to [Yes]\n\nset [coin v] to [26]\nset [level1 v] to [No]\nset [level2 v] to [No]\n\nwhen [m v] key pressed\n\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen I receive [menu v]\nforever\n play sound [Cool BG Music v] until done\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nforever\n if <(Level) = [71]> then\n wait (5) seconds\n broadcast (Stop v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [play v]\nbroadcast (Create Clones v)\nbroadcast (CreateClones v)\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Game On\nset [x v] to [-200]\nset [y v] to [-139]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [falling? v] to [10]\nset [exit v] to []\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nforever\n Game On\n repeat until <(Exit) > []>\n Tick\n end\n Game-Die\nend\n\ndefine Tick\nif <(Shop) = [No]> then\n switch costume to (hitbox v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-1.5)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (1.5)\n else\n set [frames v] to [0]\n end\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <<(in air) < [4]> and <not <touching (trampoline hitbox v)?>>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\n else\n set [jump key v] to [0]\n end\n change [sy v] by (-1)\n Change Player y by (sy)\n Set Costume\n Test Die\n Position\n if <(y) < [-180]> then\n set [exit v] to [Die]\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nchange [falling? v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n set [falling? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nchange [frames v] by (0.5)\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Die\nset [skip v] to [No]\nset [exit v] to []\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.5) seconds\nend\nhide\nwait (1) seconds\nbroadcast (DeleteClones v)\nbroadcast (CreateClones v)\nset [skip v] to [Yes]\n\ndefine Test Die\nif <<touching (danger v)?> or <touching (enemy v)?>> then\n set [exit v] to [Die]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(Player) = [1]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (stand2 v)\n else\n switch costume to (stand v)\n end\n else\n switch costume to (stand v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to ([floor v] of ((71) + ((frames) mod (8))) )\n else\n switch costume to ([floor v] of ((4) + ((frames) mod (8))) )\n end\n else\n switch costume to ([floor v] of ((4) + ((frames) mod (8))) )\n end\n end\n end\n if <(Player) = [2]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (max stand2 v)\n else\n switch costume to (max stand v)\n end\n else\n switch costume to (max stand v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to ([floor v] of ((82) + ((frames) mod (8))) )\n else\n switch costume to ([floor v] of ((16) + ((frames) mod (8))) )\n end\n else\n switch costume to ([floor v] of ((16) + ((frames) mod (8))) )\n end\n end\n end\n if <(Player) = [3]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (kofi stand2 v)\n else\n switch costume to (kofi stand v)\n end\n else\n switch costume to (kofi stand v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to ([floor v] of ((93) + ((frames) mod (7))) )\n else\n switch costume to ([floor v] of ((27) + ((frames) mod (8))) )\n end\n else\n switch costume to ([floor v] of ((27) + ((frames) mod (8))) )\n end\n end\n end\n if <(Player) = [4]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (dora stand2 v)\n else\n switch costume to (dora stand v)\n end\n else\n switch costume to (dora stand v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to ([floor v] of ((103) + ((frames) mod (8))) )\n else\n switch costume to ([floor v] of ((38) + ((frames) mod (8))) )\n end\n else\n switch costume to ([floor v] of ((38) + ((frames) mod (8))) )\n end\n end\n end\n if <(Player) = [5]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (akua stand2 v)\n else\n switch costume to (akua stand v)\n end\n else\n switch costume to (akua stand v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to ([floor v] of ((114) + ((frames) mod (8))) )\n else\n switch costume to ([floor v] of ((49) + ((frames) mod (8))) )\n end\n else\n switch costume to ([floor v] of ((49) + ((frames) mod (8))) )\n end\n end\n end\n if <(Player) = [6]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (eve stand2 v)\n else\n switch costume to (eve stand v)\n end\n else\n switch costume to (eve stand v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to ([floor v] of ((125) + ((frames) mod (8))) )\n else\n switch costume to ([floor v] of ((60) + ((frames) mod (8))) )\n end\n else\n switch costume to ([floor v] of ((60) + ((frames) mod (8))) )\n end\n end\n end\nelse\n if <(Player) = [1]> then\n if <(sy) > [0]> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (jump2 v)\n else\n switch costume to (jump v)\n end\n else\n switch costume to (jump v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (fall2 v)\n else\n switch costume to (fall v)\n end\n else\n switch costume to (fall v)\n end\n end\n end\n if <(Player) = [2]> then\n if <(sy) > [0]> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (max jump2 v)\n else\n switch costume to (max jump v)\n end\n else\n switch costume to (max jump v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (max fall2 v)\n else\n switch costume to (max fall v)\n end\n else\n switch costume to (max fall v)\n end\n end\n end\n if <(Player) = [3]> then\n if <(sy) > [0]> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (kofi jump2 v)\n else\n switch costume to (kofi jump v)\n end\n else\n switch costume to (kofi jump v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (kofi fall2 v)\n else\n switch costume to (kofi fall v)\n end\n else\n switch costume to (kofi fall v)\n end\n end\n end\n if <(Player) = [4]> then\n if <(sy) > [0]> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (dora jump2 v)\n else\n switch costume to (dora jump v)\n end\n else\n switch costume to (dora jump v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (dora fall2 v)\n else\n switch costume to (dora fall v)\n end\n else\n switch costume to (dora fall v)\n end\n end\n end\n if <(Player) = [5]> then\n if <(sy) > [0]> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (akua jump2 v)\n else\n switch costume to (akua jump v)\n end\n else\n switch costume to (akua jump v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (akua fall2 v)\n else\n switch costume to (akua fall v)\n end\n else\n switch costume to (akua fall v)\n end\n end\n end\n if <(Player) = [6]> then\n if <(sy) > [0]> then\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (eve jump2 v)\n else\n switch costume to (eve jump v)\n end\n else\n switch costume to (eve jump v)\n end\n else\n if <<<(Level) = [20]> and <<(x position) = [40]> or <(x position) > [40]>>> or <<(Stage) = [2]> or <(Stage) = [3]>>> then\n if <not <<<<(Stage) = [3]> and <(x position) > [28]>> and <(Level) = [70]>> or <(Level) = [71]>>> then\n switch costume to (eve fall2 v)\n else\n switch costume to (eve fall v)\n end\n else\n switch costume to (eve fall v)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<(x position) > [239]> and <not <(Level) = [71]>>> then\n change [level v] by (1)\n broadcast (Delete Clones v)\n broadcast (DeleteClones v)\n broadcast (Create Clones v)\n broadcast (CreateClones v)\n Game On\n wait (1) seconds\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (trampoline hitbox v)?> then\n set [in air v] to [5]\n set [sy v] to [20]\n end\nend\n\nwhen I receive [skip v]\nGame On\nchange [level v] by (1)\nbroadcast (Delete Clones v)\nbroadcast (DeleteClones v)\nbroadcast (Create Clones v)\nbroadcast (CreateClones v)\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<<(Level) = [21]> and <(Stage) = [1]>> or <<(Level) = [51]> and <(Stage) = [2]>>> then\n broadcast (Completed v)\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset [skip v] to [Yes]\ngo to [back v] layer\ngo [forward v] (6) layers\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Platform\n\nwhen I receive [play v]\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coins\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 [play v]\nhide\n\nwhen I receive [create clones v]\nif <(Level) = [1]> then\n Clone at x: [-60] y: [-48]\n Clone at x: [-32] y: [-84]\n Clone at x: [-94] y: [-84]\nend\nif <(Level) = [2]> then\n Clone at x: [-31] y: [-13]\n Clone at x: [12] y: [3]\n Clone at x: [59] y: [5]\nend\nif <(Level) = [3]> then\n Clone at x: [-5] y: [-7]\n Clone at x: [-144] y: [-112]\n Clone at x: [-120] y: [-112]\n Clone at x: [-97] y: [-112]\n Clone at x: [-74] y: [-112]\nend\nif <(Level) = [4]> then\n Clone at x: [-174] y: [66]\n Clone at x: [-152] y: [66]\n Clone at x: [-130] y: [66]\n Clone at x: [-108] y: [66]\n Clone at x: [-85] y: [66]\nend\nif <(Level) = [5]> then\n Clone at x: [-144] y: [-60]\n Clone at x: [-144] y: [-35]\n Clone at x: [-144] y: [-84]\n Clone at x: [35] y: [-88]\n Clone at x: [168] y: [-26]\n Clone at x: [197] y: [-26]\n Clone at x: [224] y: [-26]\nend\nif <(Level) = [6]> then\n Clone at x: [-14] y: [35]\n Clone at x: [-14] y: [6]\n Clone at x: [-14] y: [-26]\n Clone at x: [-14] y: [-58]\n Clone at x: [8] y: [35]\n Clone at x: [8] y: [6]\n Clone at x: [8] y: [-26]\n Clone at x: [8] y: [-58]\nend\nif <(Level) = [7]> then\n Clone at x: [-14] y: [35]\n Clone at x: [-14] y: [6]\n Clone at x: [-14] y: [-26]\n Clone at x: [-14] y: [-58]\n Clone at x: [8] y: [35]\n Clone at x: [8] y: [6]\n Clone at x: [8] y: [-26]\n Clone at x: [8] y: [-58]\n Clone at x: [-38] y: [-58]\n Clone at x: [-60] y: [-58]\n Clone at x: [32] y: [-58]\n Clone at x: [58] y: [-58]\nend\nif <(Level) = [8]> then\n Clone at x: [-22] y: [-107]\n Clone at x: [-2] y: [-107]\n Clone at x: [18] y: [-107]\n Clone at x: [38] y: [-107]\n Clone at x: [-15] y: [-15]\n Clone at x: [8] y: [-15]\nend\nif <(Level) = [9]> then\n Clone at x: [-59] y: [-39]\n Clone at x: [7] y: [-95]\n Clone at x: [44] y: [-36]\nend\nif <(Level) = [10]> then\n Clone at x: [-145] y: [118]\n Clone at x: [-145] y: [95]\n Clone at x: [-145] y: [70]\n Clone at x: [-145] y: [48]\n Clone at x: [-145] y: [26]\n Clone at x: [-145] y: [2]\nend\nif <(Level) = [11]> then\n Clone at x: [-26] y: [-92]\n Clone at x: [-26] y: [-61]\n Clone at x: [81] y: [-92]\n Clone at x: [81] y: [-61]\nend\nif <(Level) = [12]> then\n Clone at x: [-76] y: [17]\n Clone at x: [-76] y: [-5]\n Clone at x: [-76] y: [-52]\n Clone at x: [-76] y: [-28]\nend\nif <(Level) = [13]> then\n Clone at x: [-117] y: [-44]\n Clone at x: [116] y: [10]\nend\nif <(Level) = [14]> then\n Clone at x: [-80] y: [-50]\n Clone at x: [58] y: [-2]\nend\nif <(Level) = [17]> then\n Clone at x: [108] y: [-33]\n Clone at x: [108] y: [-57]\n Clone at x: [108] y: [-82]\n Clone at x: [108] y: [-107]\nend\nif <(Level) = [19]> then\n Clone at x: [137] y: [63]\n Clone at x: [137] y: [90]\nend\nif <(Level) = [20]> then\n Clone at x: [-77] y: [-18]\n Clone at x: [-77] y: [-85]\n Clone at x: [-77] y: [-52]\n Clone at x: [-113] y: [-52]\n Clone at x: [-113] y: [-85]\n Clone at x: [-113] y: [-18]\n Clone at x: [-40] y: [-52]\n Clone at x: [-40] y: [-85]\n Clone at x: [-40] y: [-18]\nend\nif <(Level) = [22]> then\n Clone at x: [-92] y: [-65]\n Clone at x: [60] y: [-65]\n Clone at x: [-60] y: [-65]\n Clone at x: [92] y: [-65]\n Clone at x: [-32] y: [-65]\n Clone at x: [32] y: [-65]\n Clone at x: [-3] y: [-65]\n Clone at x: [122] y: [-65]\nend\nif <(Level) = [23]> then\n Clone at x: [-116] y: [2]\n Clone at x: [-116] y: [-52]\n Clone at x: [-116] y: [-26]\n Clone at x: [68] y: [-57]\n Clone at x: [68] y: [-83]\n Clone at x: [68] y: [-110]\nend\nif <(Level) = [24]> then\n Clone at x: [-32] y: [-15]\n Clone at x: [52] y: [-15]\n Clone at x: [131] y: [-15]\nend\nif <(Level) = [25]> then\n Clone at x: [51] y: [-15]\n Clone at x: [51] y: [-45]\n Clone at x: [51] y: [-73]\nend\nif <(Level) = [26]> then\n Clone at x: [-100] y: [-54]\n Clone at x: [-78] y: [-54]\n Clone at x: [43] y: [-92]\n Clone at x: [200] y: [-38]\n Clone at x: [200] y: [-71]\nend\nif <(Level) = [27]> then\n Clone at x: [125] y: [-102]\n Clone at x: [162] y: [-102]\n Clone at x: [203] y: [-102]\nend\nif <(Level) = [28]> then\n Clone at x: [226] y: [0]\n Clone at x: [49] y: [-70]\n Clone at x: [-36] y: [-110]\n Clone at x: [139] y: [-34]\nend\nif <(Level) = [29]> then\n Clone at x: [-92] y: [-65]\n Clone at x: [60] y: [-65]\n Clone at x: [-60] y: [-65]\n Clone at x: [92] y: [-65]\n Clone at x: [-32] y: [-65]\n Clone at x: [32] y: [-65]\n Clone at x: [-3] y: [-65]\n Clone at x: [122] y: [-65]\n Clone at x: [-92] y: [-98]\n Clone at x: [60] y: [-98]\n Clone at x: [-60] y: [-98]\n Clone at x: [92] y: [-98]\n Clone at x: [-32] y: [-98]\n Clone at x: [32] y: [-98]\n Clone at x: [-3] y: [-98]\n Clone at x: [122] y: [-98]\n Clone at x: [-92] y: [-31]\n Clone at x: [60] y: [-31]\n Clone at x: [-60] y: [-31]\n Clone at x: [92] y: [-31]\n Clone at x: [-32] y: [-31]\n Clone at x: [32] y: [-31]\n Clone at x: [-3] y: [-31]\n Clone at x: [122] y: [-31]\n Clone at x: [150] y: [-31]\n Clone at x: [150] y: [-65]\n Clone at x: [150] y: [-98]\n Clone at x: [-120] y: [-31]\n Clone at x: [-120] y: [-65]\n Clone at x: [-120] y: [-98]\nend\nif <(Level) = [30]> then\n Clone at x: [-11] y: [-106]\n Clone at x: [119] y: [-106]\n Clone at x: [-11] y: [-67]\n Clone at x: [119] y: [-67]\nend\nif <(Level) = [32]> then\n Clone at x: [8] y: [-90]\n Clone at x: [183] y: [-109]\nend\nif <(Level) = [33]> then\n Clone at x: [-74] y: [-60]\n Clone at x: [-74] y: [-25]\n Clone at x: [70] y: [-60]\n Clone at x: [70] y: [-25]\nend\nif <(Level) = [34]> then\n Clone at x: [-109] y: [-105]\n Clone at x: [-47] y: [-105]\n Clone at x: [13] y: [-105]\n Clone at x: [72] y: [-105]\n Clone at x: [137] y: [-105]\n Clone at x: [-109] y: [-70]\n Clone at x: [-47] y: [-70]\n Clone at x: [13] y: [-70]\n Clone at x: [72] y: [-70]\n Clone at x: [137] y: [-70]\nend\nif <(Level) = [35]> then\n Clone at x: [-11] y: [-112]\n Clone at x: [25] y: [-112]\n Clone at x: [6] y: [-81]\nend\nif <(Level) = [36]> then\n Clone at x: [-210] y: [-8]\n Clone at x: [-175] y: [-8]\n Clone at x: [-137] y: [-8]\n Clone at x: [-98] y: [-8]\n Clone at x: [-64] y: [-8]\n Clone at x: [-29] y: [-8]\n Clone at x: [8] y: [-8]\n Clone at x: [48] y: [-8]\n Clone at x: [85] y: [-8]\n Clone at x: [-25] y: [-108]\n Clone at x: [101] y: [-108]\n Clone at x: [-64] y: [87]\n Clone at x: [-96] y: [87]\n Clone at x: [-29] y: [87]\n Clone at x: [4] y: [87]\n Clone at x: [38] y: [87]\n Clone at x: [70] y: [87]\n Clone at x: [103] y: [87]\n Clone at x: [165] y: [87]\n Clone at x: [134] y: [87]\n Clone at x: [199] y: [87]\nend\nif <(Level) = [37]> then\n Clone at x: [-25] y: [-63]\n Clone at x: [-25] y: [-8]\n Clone at x: [75] y: [-8]\n Clone at x: [191] y: [71]\nend\nif <(Level) = [38]> then\n Clone at x: [-28] y: [-109]\n Clone at x: [-28] y: [-71]\n Clone at x: [113] y: [-71]\n Clone at x: [113] y: [-34]\nend\nif <(Level) = [39]> then\n Clone at x: [-7] y: [-108]\n Clone at x: [-7] y: [-72]\nend\nif <(Level) = [42]> then\n Clone at x: [-92] y: [-65]\n Clone at x: [60] y: [-65]\n Clone at x: [-60] y: [-65]\n Clone at x: [92] y: [-65]\n Clone at x: [-32] y: [-65]\n Clone at x: [32] y: [-65]\n Clone at x: [-3] y: [-65]\n Clone at x: [122] y: [-65]\n Clone at x: [-92] y: [-98]\n Clone at x: [60] y: [-98]\n Clone at x: [-60] y: [-98]\n Clone at x: [92] y: [-98]\n Clone at x: [-32] y: [-98]\n Clone at x: [32] y: [-98]\n Clone at x: [-3] y: [-98]\n Clone at x: [122] y: [-98]\n Clone at x: [-92] y: [-31]\n Clone at x: [60] y: [-31]\n Clone at x: [-60] y: [-31]\n Clone at x: [92] y: [-31]\n Clone at x: [-32] y: [-31]\n Clone at x: [32] y: [-31]\n Clone at x: [-3] y: [-31]\n Clone at x: [122] y: [-31]\n Clone at x: [150] y: [-31]\n Clone at x: [150] y: [-65]\n Clone at x: [150] y: [-98]\nend\nif <(Level) = [45]> then\n Clone at x: [-19] y: [69]\n Clone at x: [28] y: [69]\n Clone at x: [-63] y: [69]\n Clone at x: [-108] y: [69]\n Clone at x: [74] y: [69]\n Clone at x: [119] y: [69]\n Clone at x: [166] y: [69]\nend\nif <(Level) = [46]> then\n Clone at x: [1] y: [-60]\n Clone at x: [101] y: [-16]\nend\nif <(Level) = [48]> then\n Clone at x: [-92] y: [-65]\n Clone at x: [60] y: [-65]\n Clone at x: [-60] y: [-65]\n Clone at x: [92] y: [-65]\n Clone at x: [-32] y: [-65]\n Clone at x: [32] y: [-65]\n Clone at x: [-3] y: [-65]\n Clone at x: [122] y: [-65]\n Clone at x: [-92] y: [-98]\n Clone at x: [60] y: [-98]\n Clone at x: [-60] y: [-98]\n Clone at x: [92] y: [-98]\n Clone at x: [-32] y: [-98]\n Clone at x: [32] y: [-98]\n Clone at x: [-3] y: [-98]\n Clone at x: [122] y: [-98]\n Clone at x: [-92] y: [-31]\n Clone at x: [60] y: [-31]\n Clone at x: [-60] y: [-31]\n Clone at x: [92] y: [-31]\n Clone at x: [-32] y: [-31]\n Clone at x: [32] y: [-31]\n Clone at x: [-3] y: [-31]\n Clone at x: [122] y: [-31]\nend\nif <(Level) = [52]> then\n Clone at x: [-61] y: [-68]\n Clone at x: [-32] y: [-68]\n Clone at x: [-3] y: [-68]\n Clone at x: [27] y: [-68]\n Clone at x: [56] y: [-68]\nend\nif <(Level) = [53]> then\n Clone at x: [-86] y: [-48]\n Clone at x: [89] y: [-48]\n Clone at x: [-1] y: [21]\nend\nif <(Level) = [54]> then\n Clone at x: [3] y: [-54]\n Clone at x: [-84] y: [-54]\n Clone at x: [-58] y: [-54]\n Clone at x: [-27] y: [-54]\n Clone at x: [84] y: [9]\n Clone at x: [31] y: [9]\n Clone at x: [56] y: [9]\nend\nif <(Level) = [55]> then\n Clone at x: [-73] y: [-1]\n Clone at x: [-73] y: [-31]\n Clone at x: [-73] y: [-60]\n Clone at x: [122] y: [-1]\n Clone at x: [122] y: [-31]\n Clone at x: [122] y: [-60]\n Clone at x: [161] y: [-1]\n Clone at x: [161] y: [-31]\n Clone at x: [161] y: [-60]\n Clone at x: [199] y: [-1]\n Clone at x: [199] y: [-31]\n Clone at x: [199] y: [-60]\nend\nif <(Level) = [56]> then\n Clone at x: [-56] y: [-61]\n Clone at x: [37] y: [-19]\n Clone at x: [123] y: [24]\nend\nif <(Level) = [57]> then\n Clone at x: [31] y: [40]\n Clone at x: [54] y: [40]\n Clone at x: [-133] y: [-14]\n Clone at x: [-20] y: [40]\n Clone at x: [6] y: [40]\nend\nif <(Level) = [58]> then\n Clone at x: [-35] y: [-89]\n Clone at x: [-6] y: [-89]\n Clone at x: [20] y: [-89]\n Clone at x: [48] y: [-89]\n Clone at x: [160] y: [-89]\n Clone at x: [76] y: [-89]\n Clone at x: [132] y: [-89]\n Clone at x: [192] y: [-89]\n Clone at x: [104] y: [-89]\nend\nif <(Level) = [59]> then\n Clone at x: [-93] y: [103]\n Clone at x: [-39] y: [103]\n Clone at x: [-66] y: [103]\n Clone at x: [-9] y: [103]\n Clone at x: [-24] y: [-36]\n Clone at x: [34] y: [32]\n Clone at x: [58] y: [32]\n Clone at x: [103] y: [32]\n Clone at x: [80] y: [32]\n Clone at x: [126] y: [32]\nend\nif <(Level) = [62]> then\n Clone at x: [-181] y: [-16]\n Clone at x: [-151] y: [-16]\n Clone at x: [-121] y: [84]\n Clone at x: [-93] y: [84]\n Clone at x: [-66] y: [84]\nend\nif <(Level) = [65]> then\n Clone at x: [-49] y: [-60]\n Clone at x: [36] y: [-60]\n Clone at x: [-49] y: [-22]\n Clone at x: [36] y: [-22]\nend\nif <(Level) = [69]> then\n Clone at x: [-92] y: [-65]\n Clone at x: [60] y: [-65]\n Clone at x: [-60] y: [-65]\n Clone at x: [92] y: [-65]\n Clone at x: [-32] y: [-65]\n Clone at x: [32] y: [-65]\n Clone at x: [-3] y: [-65]\n Clone at x: [122] y: [-65]\n Clone at x: [-92] y: [-98]\n Clone at x: [60] y: [-98]\n Clone at x: [-60] y: [-98]\n Clone at x: [92] y: [-98]\n Clone at x: [-32] y: [-98]\n Clone at x: [32] y: [-98]\n Clone at x: [-3] y: [-98]\n Clone at x: [122] y: [-98]\n Clone at x: [-92] y: [-31]\n Clone at x: [60] y: [-31]\n Clone at x: [-60] y: [-31]\n Clone at x: [92] y: [-31]\n Clone at x: [-32] y: [-31]\n Clone at x: [32] y: [-31]\n Clone at x: [-3] y: [-31]\n Clone at x: [122] y: [-31]\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (4) layers\n set x to (x)\n set y to (y)\n if <touching (player v)?> then\n if <(Music) = [Yes]> then\n if <(costume [number v]) = [1]> then\n start sound [collect v]\n end\n end\n if <(costume [number v]) = [1]> then\n change [coin v] by (1)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nif <(Level) = [27]> then\n Clone at x: [125] y: [-102]\n Clone at x: [162] y: [-102]\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen I receive [play game v]\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nforever\n switch costume to (Level)\n set size to (110) %\n go to x: (0) y: (0)\n point in direction (90)\n if <not <<(Level) = [11]> or <<(Level) = [13]> or <<(Level) = [18]> or <<(Level) = [35]> or <(Level) = [61]>>>>>> then\n show\n else\n hide\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nforever\n if <(Shop) = [No]> then\n set size to (90) %\n if <(Stage) = [1]> then\n switch costume to (saw v)\n else\n switch costume to (level 2 14 v)\n end\n set x to (x)\n set y to (y)\n turn right (8) degrees\n end\nend\n\nwhen I receive [delete clones v]\n\nwhen I receive [create clones v]\nif <(Level) = [11]> then\n Clone at x: [27] y: [-90]\n Clone at x: [138] y: [-90]\n Clone at x: [-77] y: [-90]\nend\nif <(Level) = [13]> then\n Clone at x: [0] y: [-30]\nend\nif <(Level) = [18]> then\n Clone at x: [-102] y: [-60]\n Clone at x: [138] y: [-60]\nend\nif <(Level) = [35]> then\n Clone at x: [-51] y: [-126]\n Clone at x: [74] y: [-126]\n Clone at x: [0] y: [0]\nend\nif <(Level) = [61]> then\n Clone at x: [-45] y: [-91]\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy\n\ndefine clone at x: (x) y: (y) speed: (speed) size: (size) costume: (costume) Fish (yes/no)\nset size to (size) %\nswitch costume to (costume)\ngo to x: (x) y: (y)\nset [x v] to (speed)\nset [fish v] to (yes/no)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\nshow\nforever\n if <not <(fish) = [Yes]>> then\n if <(Shop) = [No]> then\n point in direction (90)\n Physics\n end\n end\nend\n\ndefine Physics\nchange x by (x)\nchange [y v] by (-1)\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (-6)\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n set [x v] to ((0) - (x))\nend\nchange y by (y)\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [7]>> then\n set [y v] to [16]\n else\n set [y v] to [0]\n end\nend\n\nwhen I receive [createclones v]\nif <(Level) = [15]> then\n clone at x: [0] y: [-117] speed: [2] size: [50] costume: [1] Fish [No]\nend\nif <(Level) = [16]> then\n clone at x: [193] y: [-21] speed: [2] size: [50] costume: [1] Fish [No]\n clone at x: [222] y: [-21] speed: [2] size: [50] costume: [2] Fish [No]\nend\nif <(Level) = [17]> then\n clone at x: [4] y: [-170] speed: [2] size: [50] costume: [4] Fish [Yes]\nend\nif <(Level) = [18]> then\n clone at x: [220] y: [-115] speed: [4] size: [50] costume: [3] Fish [No]\n clone at x: [151] y: [-115] speed: [2] size: [50] costume: [1] Fish [No]\nend\nif <(Level) = [19]> then\n clone at x: [-108] y: [-42] speed: [2] size: [50] costume: [2] Fish [No]\n clone at x: [121] y: [-115] speed: [2] size: [50] costume: [2] Fish [No]\nend\nif <(Level) = [31]> then\n clone at x: [196] y: [-98] speed: [3] size: [50] costume: [7] Fish [No]\nend\nif <(Level) = [40]> then\n clone at x: [196] y: [-98] speed: [3] size: [50] costume: [7] Fish [No]\n clone at x: [28] y: [-98] speed: [3] size: [50] costume: [7] Fish [No]\nend\nif <(Level) = [41]> then\n clone at x: [34] y: [-31] speed: [3] size: [50] costume: [9] Fish [No]\n clone at x: [-52] y: [-31] speed: [5] size: [50] costume: [8] Fish [No]\n clone at x: [76] y: [-98] speed: [3] size: [50] costume: [9] Fish [No]\nend\nif <(Level) = [43]> then\n clone at x: [210] y: [-57] speed: [3] size: [50] costume: [7] Fish [No]\nend\nif <(Level) = [58]> then\n clone at x: [-37] y: [-110] speed: [3] size: [50] costume: [9] Fish [No]\nend\nif <(Level) = [60]> then\n clone at x: [210] y: [-57] speed: [4] size: [50] costume: [7] Fish [No]\n clone at x: [-12] y: [-57] speed: [4] size: [50] costume: [7] Fish [No]\nend\nif <(Level) = [61]> then\n clone at x: [192] y: [-108] speed: [5] size: [50] costume: [7] Fish [No]\nend\nif <(Level) = [64]> then\n clone at x: [100] y: [-120] speed: [6] size: [50] costume: [8] Fish [No]\n clone at x: [192] y: [-108] speed: [5] size: [50] costume: [7] Fish [No]\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<touching (danger v)?> and <not <(fish) = [Yes]>>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(fish) = [Yes]> then\n go to [back v] layer\n if <(Shop) = [No]> then\n point in direction (0)\n glide (0.8) secs to x: (x) y: (2)\n point in direction (180)\n glide (0.8) secs to x: (x) y: (-180)\n point in direction (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(fish) = [Yes]> then\n switch costume to (4 v)\n wait (0.1) seconds\n switch costume to (5 v)\n wait (0.1) seconds\n switch costume to (6 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Decorations\n\nwhen I receive [play v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to ((Level) + (2))\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (menu v)\nend\n\nwhen I receive [level v]\nshow\nstop [other scripts in sprite v]\nforever\n switch costume to (menu2 v)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Text\n\nwhen I receive [play v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (30) %\n go to x: (((digits) * (12)) + (178)) y: (150)\n if <(length of (Coin)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Coin))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Shop) = [Hmm]> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Buttons\n\nwhen I receive [play v]\ngo to [back v] layer\ngo [forward v] (7) layers\nwait (0.05) seconds\ncreate clone of (_myself_ v)\nshow\nforever\n go to x: (-192) y: (-160)\n switch costume to (shop v)\n if <(Shop) = [No]> then\n broadcast (No Shop v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [shop v] to [Yes]\n set [page v] to [1]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (185) y: (-160)\n switch costume to (skip v)\n if <touching (mouse-pointer v)?> then\n if <(Shop) = [No]> then\n if <(Skip) = [Yes]> then\n if <not <(Level) = [71]>> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <<(Coin) = [5]> or <(Coin) > [5]>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n change [coin v] by (-5)\n broadcast (Skip v)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to [back v] layer\ngo [forward v] (7) layers\nset [screen v] to [1]\nshow\nforever\n set x to (-192)\n switch costume to (shop v)\n if <(Shop) = [No]> then\n broadcast (No Shop v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Level) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [shop v] to [Yes]\n set [page v] to [1]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [menu v]\nset y to (240)\nset [y v] to [0]\nforever\n change [y v] by (-2)\n change y by (y)\n if <(y position) < [-160]> then\n set [y v] to ((y) / (-2))\n set y to (-160)\n end\nend\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\ngo [forward v] (7) layers\nforever\n go to x: (-192) y: (-160)\n switch costume to (shop v)\n if <(Shop) = [No]> then\n broadcast (No Shop v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Level) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [shop v] to [Yes]\n set [page v] to [1]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shop\n\nwhen I receive [no shop v]\nforever\n if <(Shop) = [Yes]> then\n broadcast (Shop v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [page v] to [1]\ngo to [back v] layer\ngo [forward v] (9) layers\nforever\n go to x: (2) y: (-4)\n switch costume to (Page)\n if <(Shop) = [Yes]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Health\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\ngo [forward v] (7) layers\nforever\n go to x: (-30) y: (20)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n switch costume to (close v)\n go to [front v] layer\n if <(Shop) = [Noo]> then\n go to x: (165) y: (130)\n end\n if <(Shop) = [Noo]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [shop v] to [No]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n else\n delete this clone\n end\nend\n\nwhen I receive [help v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(Shop) = [No]> then\n delete this clone\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ Arrows\n\nwhen I receive [menu v]\nset [page v] to [1]\nforever\n switch costume to (page 1 v)\n go to x: (2) y: (-4)\n go to [front v] layer\n if <(Shop) = [Yes]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n broadcast (No Shop v)\n broadcast (Shop v)\n change [page v] by (1)\n if <(Page) > [3]> then\n set [page v] to [1]\n end\n wait until <not <mouse down?>>\n end\n end\n else\n go to [front v] layer\n hide\n end\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (close v)\n go to [front v] layer\n go to x: (140) y: (134)\n if <(Shop) = [Yes]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [shop v] to [No]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n else\n delete this clone\n end\nend\n\nwhen I receive [shop v]\nforever\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I receive [no shop v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Buy/Use\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n go to x: (-15) y: (-10)\n if <(Player) = [1]> then\n switch costume to (using v)\n else\n switch costume to (use v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n set [player v] to [1]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\n if <(clone#) = [2]> then\n go to x: (-15) y: (-115)\n if <(Player2Bought) = [Yes]> then\n if <<(Player2Bought) = [Yes]> and <(Player) = [2]>> then\n switch costume to (using v)\n else\n switch costume to (use v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [2]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n else\n switch costume to (buy v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <<<(Page) = [1]> and <(clone#) = [2]>> and <(Player2Bought) = [No]>> then\n if <<(Coin) = [30]> or <(Coin) > [30]>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [2]\n change [coin v] by (-30)\n set [player2bought v] to [Yes]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [shop v]\nif <(Page) = [1]> then\n set [clone# v] to [1]\n create clone of (_myself_ v)\n set [clone# v] to [2]\n create clone of (_myself_ v)\nend\nif <(Page) = [2]> then\n set [clone# v] to [3]\n create clone of (_myself_ v)\n set [clone# v] to [4]\n create clone of (_myself_ v)\nend\nif <(Page) = [3]> then\n set [clone# v] to [5]\n create clone of (_myself_ v)\n set [clone# v] to [6]\n create clone of (_myself_ v)\nend\nif <(Page) = [4]> then\n set [clone# v] to [7]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(Shop) = [No]> then\n delete this clone\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [no shop v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(clone#) = [3]> then\n go to x: (-15) y: (-10)\n if <(Player6Bought) = [No]> then\n switch costume to (buy v)\n else\n if <<(Player6Bought) = [Yes]> and <(Player) = [6]>> then\n switch costume to (using v)\n else\n switch costume to (use v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [6]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\n if <(clone#) = [4]> then\n go to x: (-15) y: (-115)\n if <(Player4Bought) = [No]> then\n switch costume to (buy v)\n else\n if <<(Player4Bought) = [Yes]> and <(Player) = [4]>> then\n switch costume to (using v)\n else\n switch costume to (use v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [4]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <<<(Page) = [2]> and <(clone#) = [3]>> and <(Player6Bought) = [No]>> then\n if <<(Coin) = [90]> or <(Coin) > [90]>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [6]\n change [coin v] by (-90)\n set [player6bought v] to [Yes]\n wait until <not <mouse down?>>\n end\n else\n if <<<(Page) = [2]> and <(clone#) = [4]>> and <(Player4Bought) = [No]>> then\n if <<(Coin) = [50]> or <(Coin) > [50]>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [4]\n change [coin v] by (-50)\n set [player4bought v] to [Yes]\n wait until <not <mouse down?>>\n end\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(clone#) = [5]> then\n go to x: (-15) y: (-10)\n if <(Player5Bought) = [No]> then\n switch costume to (buy v)\n else\n if <<(Player5Bought) = [Yes]> and <(Player) = [5]>> then\n switch costume to (using v)\n else\n switch costume to (use v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [5]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\n if <(clone#) = [6]> then\n go to x: (-15) y: (-115)\n if <(Player3Bought) = [No]> then\n switch costume to (buy v)\n else\n if <<(Player3Bought) = [Yes]> and <(Player) = [3]>> then\n switch costume to (using v)\n else\n switch costume to (use v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [3]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <<<(Page) = [3]> and <(clone#) = [5]>> and <(Player5Bought) = [No]>> then\n if <<(Coin) = [80]> or <(Coin) > [80]>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [5]\n change [coin v] by (-80)\n set [player5bought v] to [Yes]\n wait until <not <mouse down?>>\n end\n else\n if <<<(Page) = [3]> and <(clone#) = [6]>> and <(Player3Bought) = [No]>> then\n if <<(Coin) = [100]> or <(Coin) > [100]>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n set [player v] to [3]\n change [coin v] by (-100)\n set [player3bought v] to [Yes]\n wait until <not <mouse down?>>\n end\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(clone#) = [7]> then\n go to x: (-15) y: (-10)\n if <not <<(Health) = [5]> or <(Health) > [5]>>> then\n switch costume to (buy v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <<<(Coin) = [15]> or <(Coin) > [15]>> and <not <<(Health) = [5]> or <(Health) > [5]>>>> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n change [coin v] by (-15)\n change [health v] by (1)\n wait until <not <mouse down?>>\n end\n end\n else\n set [ghost v] effect to (0)\n end\n else\n switch costume to (full v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nset [player2bought v] to [No]\nset [player3bought v] to [No]\nset [player4bought v] to [No]\nset [player5bought v] to [No]\nset [player6bought v] to [No]\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Title\n\ndefine title | wiggle: (v) turn: (dr) d_size (ds) d_popup (ds') x: (x) y: (y) size: (s)\ngo to x: (x) y: (y)\npoint in direction (90)\nswitch costume to (title v)\nshow\ngo to [back v] layer\nset size to (110) %\nset [~angle v] to [0]\nrepeat (10)\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of ((~angle) + (100)) ) * (dr)) degrees\n set size to ((size) + (((s) - (size)) * (ds'))) %\nend\nforever\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of ((~angle) + (100)) ) * (dr)) degrees\n change size by (([sin v] of (~angle) ) * (ds))\nend\n\nwhen I receive [menu v]\ntitle | wiggle: (10) turn: (0.5) d_size (0.5) d_popup (1) x: (0) y: (40) size: (100)\n\nwhen I receive [menu v]\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (title v)\nshow\ngo to x: (0) y: (230)\nset [y v] to [0]\nforever\n change [y v] by (-1)\n change y by (y)\n if <(y position) < [40]> then\n set [y v] to ((y) / (-2))\n set y to (40)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nhide\nset size to (90) %\nif <(clone#) = [1]> then\n set x to (-70)\n switch costume to (start v)\nelse\n if <(clone#) = [2]> then\n set x to (70)\n switch costume to (help v)\n else\n if <(clone#) = [3]> then\n set x to (0)\n if <(Music) = [Off]> then\n switch costume to (music off v)\n else\n switch costume to (music on v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Screen) = [1]> then\n show\n set y to (240)\n set [clone y v] to [0]\n point in direction (90)\n forever\n change [clone y v] by (-2)\n change y by (clone y)\n if <(y position) < [-90]> then\n set [clone y v] to ((clone y) / (-2))\n set y to (-90)\n if <(Shop) = [No]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n start sound [Finger Snap v]\n if <(clone#) = [1]> then\n set [chooselevel v] to [1]\n broadcast (Level v)\n end\n if <(clone#) = [2]> then\n set [shop v] to [Noo]\n broadcast (Help v)\n end\n if <(clone#) = [3]> then\n if <(Music) = [Yes]> then\n switch costume to (music off v)\n set [music v] to [No]\n else\n set [music v] to [Yes]\n switch costume to (music on v)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level v]\nhide\nset [screen v] to [2]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone#) = [3]> then\n if <(Music) = [Yes]> then\n switch costume to (music on v)\n else\n switch costume to (music off v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Choose Level\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nset size to (110) %\nforever\n go to x: (0) y: (-20)\n if <(Screen) = [2]> then\n show\n if <<(Chooselevel) = [3]> and <(Level2) = [Completed]>> then\n switch costume to (level3 v)\n else\n if <(Chooselevel) = [3]> then\n switch costume to (level3locked v)\n end\n end\n if <<(Chooselevel) = [2]> and <(Level1) = [Completed]>> then\n switch costume to (level2 v)\n else\n if <(Chooselevel) = [2]> then\n switch costume to (level2locked v)\n end\n end\n if <(Chooselevel) = [1]> then\n switch costume to (level1 v)\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level v]\nwait (1) seconds\nforever\n if <(Chooselevel) = [1]> then\n switch costume to (level1 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Chooselevel) = [1]> then\n set [stage v] to [1]\n set [level v] to [1]\n broadcast (Play v)\n end\n end\n end\n end\n if <<(Chooselevel) = [2]> and <(Level1) = [Completed]>> then\n switch costume to (level2 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <<(Chooselevel) = [2]> and <(Level1) = [Completed]>> then\n set [stage v] to [2]\n set [level v] to [21]\n broadcast (Play v)\n end\n end\n end\n end\n if <<(Chooselevel) = [3]> and <(Level2) = [Completed]>> then\n switch costume to (level3 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <<(Chooselevel) = [3]> and <(Level2) = [Completed]>> then\n set [level v] to [51]\n set [stage v] to [3]\n broadcast (Play v)\n end\n end\n end\n end\nend\n\nwhen I receive [help v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(Shop) = [Noo]> then\n switch costume to (help v)\n show\n go to x: (0) y: (0)\n else\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [level v]\nwait (1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [enter level v]\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Screen Arrow\n\nwhen I receive [level v]\nshow\ncreate clone of (_myself_ v)\nforever\n go to x: (180) y: (-10)\n go to [front v] layer\n switch costume to (arrow v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <(Screen) = [2]> then\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n change [chooselevel v] by (1)\n if <(Chooselevel) > [3]> then\n set [chooselevel v] to [1]\n end\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: (-190) y: (150)\n go to [front v] layer\n switch costume to (menu v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <(Screen) = [2]> then\n if <mouse down?> then\n if <(Music) = [Yes]> then\n start sound [Finger Snap v]\n end\n broadcast (Menu v)\n delete this clone\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro\n\nwhen flag clicked\nset [intro v] to [Yes]\nstart sound [Zaza - Be Together v]\ngo to x: (0) y: (0)\nswitch costume to (logo v)\npoint in direction (-70)\nset [ghost v] effect to (100)\nset size to (20) %\nshow\nrepeat (17)\n turn left (10) degrees\n change [ghost v] effect by (-5)\n change size by (4)\nend\nrepeat (3)\n turn left (7.5) degrees\n change [ghost v] effect by (-3.75)\n change size by (3)\nend\nrepeat (1)\n turn left (5) degrees\n change [ghost v] effect by (-2.5)\n change size by (2)\nend\nrepeat (1)\n turn left (3) degrees\n set size to (100) %\n clear graphic effects\nend\nwait (0.5) seconds\nwait (5.5) seconds\nstart sound [car passing v]\ncreate clone of (_myself_ v)\nswitch costume to (glide v)\ngo to x: (-800) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nbroadcast (del v)\nbroadcast (Intro Ended v)\nbroadcast (Menu v)\nglide (0.2) secs to x: (800) y: (0)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (1.7) seconds\nset [x v] to [2]\nrepeat (8)\n wait (0.4) seconds\n create clone of (_myself_ v)\n change [x v] by (1)\nend\nset [x v] to [999]\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I start as a clone\nif <(intro) = [Yes]> then\n if <(x) = [999]> then\nelse\n go to [back v] layer\n clear graphic effects\n set size to (110) %\n go to x: (0) y: (0)\n switch costume to (costume1 v)\nend\n\nwhen I receive [stop v]\ngo to x: (0) y: (-25)\nshow\nset [sine v] to [0]\nswitch costume to (logo v)\nset [intro v] to [No]\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (150)) %\nend\n\nwhen I receive [stop v]\nforever\n play sound [Outro Music v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (80) %\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [Yes]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n switch costume to ((Stage) - (1))\nend\n\nwhen I receive [completed v]\nshow\nset [shop v] to [Hmm]\nif <<(Level) = [21]> and <(Stage) = [1]>> then\n switch costume to (2 v)\n set [chooselevel v] to [2]\n set [level1 v] to [Completed]\n set [stage v] to [2]\n if <(Music) = [Yes]> then\n start sound [Tada v]\n end\n wait (2) seconds\n broadcast (Level v)\n hide\n set [shop v] to [No]\nelse\n switch costume to (1 v)\n set [chooselevel v] to [3]\n set [level2 v] to [Completed]\n set [stage v] to [3]\n if <(Level) = [Yes]> then\n start sound [Tada v]\n end\n wait (2) seconds\n broadcast (Level v)\n hide\n set [shop v] to [No]\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Music\n\nwhen I receive [play v]\nforever\n if <(Music) = [Yes]> then\n if <(Stage) = [1]> then\n play sound [Lost Sky - Lost \[NCS Release\]\[Mpgun v] until done\n end\n if <(Stage) = [2]> then\n play sound [Cleyton RX - Underwater v] until done\n end\n if <(Stage) = [3]> then\n play sound [DEAF KEV - Invincible \[NCS Release\] \[Mpgun v] until done\n end\n end\nend\n\nwhen I receive [completed v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Trampoline Hitbox\n\nwhen I receive [play v]\nif <(Stage) = [3]> then\n switch costume to (1a v)\nend\nif <(Stage) = [1]> then\n switch costume to (1 v)\nend\nshow\nforever\n if <touching (player v)?> then\n if <(Music) = [Yes]> then\n start sound [Big Boing v]\n end\n if <(Stage) = [3]> then\n switch costume to (1a v)\n repeat (6)\n next costume\n end\n if <(costume [number v]) > [12]> then\n switch costume to (1a v)\n end\n end\n if <(Stage) = [1]> then\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n if <(costume [number v]) > [6]> then\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <(Shop) = [Hmm]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [create clones v]\nif <(Level) = [18]> then\n Clone at x: [2] y: [-94]\nend\nif <(Level) = [67]> then\n Clone at x: [-126] y: [-94]\n Clone at x: [-31] y: [-94]\n Clone at x: [61] y: [-94]\n Clone at x: [153] y: [-94]\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nforever\n set x to (x)\n set y to (y)\nend\n\nwhen I receive [play v]\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(Level) = [6]> then\n go to x: (1) y: (-94)\n show\n else\n if <(Level) = [10]> then\n go to x: (-143) y: (-94)\n show\n else\n if <(Level) = [18]> then\n go to x: (-164) y: (-94)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Stage) = [1]> then\n switch costume to (1 v)\nend\nif <(Stage) = [3]> then\n switch costume to (1a v)\nend\nshow\nforever\n if <touching (player v)?> then\n if <(Music) = [Yes]> then\n start sound [Big Boing v]\n end\n if <(Stage) = [1]> then\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n if <(costume [number v]) > [6]> then\n switch costume to (1 v)\n end\n end\n if <(Stage) = [3]> then\n switch costume to (1a v)\n repeat (6)\n next costume\n end\n if <(costume [number v]) > [12]> then\n switch costume to (1a v)\n end\n end\n end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
The Instructions Are In The Game.
Dino Platformer (Mobile Friendly)
@Stage\n\nwhen flag clicked\nshow variable [level v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) < [11]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [17]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [18]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen I receive [jump high v]\nset [speed y v] to [20]\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (moving platforms 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) - (10))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 [4]\n end\n else\n set [speed x v] to [0]\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving platforms v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\ngo to x: (-209) y: (130)\nset [speed y v] to [0]\nforever\n change [speed y v] by (Speed y by)\n change y by (Speed y)\n Touch Ground <(Speed y) > [0]>\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n set [speed y v] to [0]\n change y by (1)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (.7))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by (-1.5)\n end\n end\n if <<<key (up arrow v) pressed?> and <(Falling?) < [3]>> or <<(mouse y) > (y position)> and <<mouse down?> and <(Falling?) < [3]>>>> then\n if <not <touching (water v)?>> then\n set [speed y v] to [12]\n end\n if <touching (water v)?> then\n set [speed y v] to [13]\n end\n end\n if <(speed x) < [-.5]> then\n Walk (90) (speed x)\n else\n if <(speed x) > [.5]> then\n Walk (-90) (speed x)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-185]> then\n broadcast (Restart Level v)\n end\nend\n\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\n\nwhen flag clicked\npoint in direction (-90)\nforever\n if <(x position) > [246]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (-90)\ngo to x: (-209) y: (130)\nset [speed y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (Restart Level v)\n end\n if <touching (saws v)?> then\n broadcast (Restart Level v)\n end\n if <touching (birds v)?> then\n broadcast (Restart Level v)\n end\n if <touching ( lava/acid v)?> then\n broadcast (Restart Level v)\n end\n if <touching (crab v)?> then\n broadcast (Restart Level v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart Level v)\n\nwhen [s v] key pressed\nif <(username) = [JustJuliannousername]> then\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n end\n if <not <key (down arrow v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\nwhen I receive [restart level v]\ngo to x: (-209) y: (130)\npoint in direction (-90)\nset [speed y v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (0)\nset [speed y by v] to [-1]\nforever\n if <not <touching (water v)?>> then\n set [speed y by v] to [-1]\n end\n if <(Level) = [47]> then\n if <touching (water v)?> then\n set [speed y by v] to [-.1]\n if <key (down arrow v) pressed?> then\n change y by (-2)\n end\n end\n if <not <touching (water v)?>> then\n set [speed y by v] to [-1]\n end\n end\nend\n\nif <not <touching (water v)?>> then\n set [speed y by v] to [-1]\nend\n\nset [speed y by v] to [-1]\n\n@Ground\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline!\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n broadcast (Jump HIGH v)\n repeat (6)\n next costume\n wait (.01) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [8]> then\n hide\n end\n if <(Level) = [8]> then\n go to x: (-33) y: (-83)\n show\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n go to x: (-53) y: (-66)\n show\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [14]> then\n show\n end\n if <(Level) = [15]> then\n hide\n end\n if <(Level) = [31]> then\n go to x: (-91) y: (-100)\n show\n end\n if <(Level) = [32]> then\n hide\n end\nend\n\nshow\n\n\n\n@Saws\n\nwhen flag clicked\nset [saw power v] to [0]\ngo to [back v] layer\nforever\n repeat (40)\n change [saw power v] by (1)\n end\n repeat (40)\n change [saw power v] by (-1)\n end\nend\n\nwhen flag clicked\nhide\nforever\n turn right (Saw Power) degrees\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\nset size to (95) %\ngo to x: (84) y: (-85)\nforever\n if <(Level) < [4]> then\n hide\n end\n if <(Level) = [4]> then\n go to x: (89) y: (-85)\n show\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [15]> then\n go to x: (89) y: (-85)\n show\n set size to (90) %\n end\n if <(Level) = [16]> then\n set size to (100) %\n go to x: (-20) y: (17)\n end\n if <(Level) = [17]> then\n hide\n end\n if <(Level) = [23]> then\n set size to (90) %\n go to x: (171) y: (-3)\n show\n end\n if <(Level) = [24]> then\n hide\n end\n if <(Level) = [33]> then\n go to x: (-41) y: (-95)\n show\n end\n if <(Level) = [34]> then\n hide\n end\n if <(Level) = [36]> then\n go to x: (-41) y: (-95)\n show\n end\n if <(Level) = [37]> then\n hide\n end\nend\n\nshow\n\nhide\n\ndelete this clone\n\nset size to (90) %\n\n@Sun\n\nwhen flag clicked\ngo to x: (232) y: (177)\nforever\n go to [back v] layer\n change [sun size v] by (5)\n change size by ([cos v] of (Sun Size) )\nend\n\nwhen flag clicked\nshow\nwait until <(Level) = [12]>\nhide\nwait until <(Level) = [17]>\nshow\n\nwhen flag clicked\nforever\n if <<(Level) > [12]> and <(Level) < [17]>> then\n hide\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<<(Level) > [16]> and <(Level) < [27]>> or <<(Level) < [12]> or <(Level) > [41]>>> then\n set [ghost v] effect to (40)\n switch costume to (pick random (1) to (5))\n show\n go to x: (303) y: (pick random (75) to (175))\n glide (4) secs to x: (-303) y: (y position)\n delete this clone\nend\n\nset [sun size v] to [0]\n\n@Skip Button\n\nwhen flag clicked\nset size to (100) %\nreset timer\ngo to x: (-175) y: (-162)\nforever\n if <touching (mouse-pointer v)?> then\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <(size) = [100]> then\n repeat (2)\n change size by (5)\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n point in direction (90)\n if <(size) = [110]> then\n repeat (2)\n change size by (-5)\n end\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nset [death counter v] to [0]\nhide\nforever\n if <(Death counter) = [5]> then\n show\n end\nend\n\nwhen I receive [next level v]\nhide\nset [death counter v] to [0]\n\nwhen I receive [restart level v]\nchange [death counter v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nhide variable [level v]\nhide variable [level v]\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (36) y: (28)\nshow\nwait (1) seconds\nhide\nshow variable [level v]\n\nshow\n\nclear graphic effects\n\nwhen flag clicked\nforever\n next costume\nend\n\n@Restart Button\n\nwhen flag clicked\ngo to x: (-216) y: (-162)\nset size to (100) %\nreset timer\nforever\n if <touching (mouse-pointer v)?> then\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <(size) = [100]> then\n repeat (2)\n change size by (5)\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n point in direction (90)\n if <(size) = [110]> then\n repeat (2)\n change size by (-5)\n end\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart Level v)\n\n@Birds\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\nglide (3) secs to x: (-246) y: (-30)\nhide\nwait until <(Level) = [18]>\ngo to x: (246) y: (-30)\nshow\nglide (3) secs to x: (-246) y: (-30)\nhide\n\nwhen flag clicked\nforever\n wait (.2) seconds\n next costume\nend\n\nwhen I receive [restart level v]\nif <(Level) = [10]> then\n go to x: (246) y: (-30)\n show\n glide (3) secs to x: (-246) y: (-30)\n hide\nend\nif <(Level) = [18]> then\n go to x: (246) y: (-30)\n show\n glide (3) secs to x: (-246) y: (-30)\n hide\n go to x: (246) y: (-30)\nend\nif <(Level) = [33]> then\n show\n go to x: (246) y: (-30)\n go to x: (246) y: (-30)\n glide (3) secs to x: (-246) y: (-30)\n hide\n go to x: (246) y: (-30)\nend\n\nwhen flag clicked\nforever\n if <(Level) < [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\nshow\n\ngo to x: (246) y: (-30)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (246) y: (-30)\n show\n glide (3) secs to x: (-246) y: (-30)\n hide\n end\n if <(Level) = [18]> then\n go to x: (246) y: (-30)\n show\n glide (3) secs to x: (-246) y: (-30)\n hide\n go to x: (246) y: (-30)\n end\n if <(Level) = [33]> then\n show\n go to x: (246) y: (-30)\n go to x: (246) y: (-30)\n glide (3) secs to x: (-246) y: (-30)\n hide\n go to x: (246) y: (-30)\n end\nend\n\n@Moving Platforms\n\nwhen flag clicked\nhide\nforever\n glide (1) secs to x: (92) y: (-5)\n wait (.5) seconds\n glide (1) secs to x: (-68) y: (-5)\n wait (.5) seconds\n if <(Level) = [19]> then\n show\n show\n end\n if <not <(Level) = [19]>> then\n hide\n end\nend\n\ngo to x: (-68) y: (-5)\n\nforever\n\nwhen flag clicked\n\nwhen I receive [next level v]\nhide\n\n@ Lava/Acid\n\nwhen flag clicked\nswitch costume to (lava v)\nhide\ngo to [back v] layer\ngo to x: (36) y: (28)\nforever\n if <(Level) < [19]> then\n hide\n end\n if <(Level) = [19]> then\n show\n change [lava y v] by (9)\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [20]> then\n change [lava y v] by (9)\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [21]> then\n change [lava y v] by (9)\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [22]> then\n change [lava y v] by (9)\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [23]> then\n change [lava y v] by (9)\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) > [23]> then\n hide\n switch costume to (acid v)\n end\nend\n\nshow\n\n@Water\n\nset [lava y v] to [9]\n\nwhen flag clicked\ngo to x: (35) y: (35)\nforever\n if <(Level) < [47]> then\n hide\n end\n if <(Level) = [47]> then\n show\n change [lava y v] by (9)\n go to [back v] layer\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [48]> then\n show\n change [lava y v] by (9)\n go to [back v] layer\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [49]> then\n show\n change [lava y v] by (9)\n go to [back v] layer\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) = [50]> then\n show\n change [lava y v] by (9)\n go to [back v] layer\n change y by ([sin v] of (Lava y) )\n end\n if <(Level) > [50]> then\n hide\n end\nend\n\ngo to x: (35) y: (80)\n\ngo to x: (35) y: (40)\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [36]> then\n create clone of (_myself_ v)\n end\n if <(Level) = [37]> then\n create clone of (_myself_ v)\n end\n if <(Level) = [38]> then\n create clone of (_myself_ v)\n end\n if <(Level) = [39]> then\n create clone of (_myself_ v)\n end\n if <(Level) = [40]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (235) to (-235)) y: (190)\nrepeat until < or <touching (ground v)?>>\n change y by (-10)\nend\ndelete this clone\n\n@Crab\n\nwhen flag clicked\nset size to (30) %\nhide\nforever\n repeat (3)\n wait (pick random (.1) to (.25)) seconds\n next costume\n end\n switch costume to (pick random (1) to (5))\nend\n\nshow\n\n@Test\n\nwhen flag clicked\nhide\n\n
Controls:\n-Arrow keys to move\n-R to restart\n-Down arrow to crouch\nAll levels are completely possible! (And yes, including 14)\nNo Dinos were hurt in the process of making this game.\nTry this awesome game too! https://scratch.mit.edu/projects/405649735/\n
Giant Maze || A scrolling Platformer #all #games
@Stage\n\n@Player\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [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 (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\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 (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine 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\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nreset timer\nshow\nset [scrollx v] to [700]\nset [scrolly v] to [550]\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\nif <(y position) < [-189]> then\n Reset Level\nend\n\nwhen flag clicked\n\nwhen I receive [end v]\nforever\n play sound [Dark Cave Music - Trickster Imps2 v] until done\nend\n\nwhen I receive [end v]\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 <(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 change [scrollx v] by (() - (round ((x position) / (10))))\n change x by ((0) - (round ((x position) / (10))))\n change [scrolly v] by (() - (round ((y position) / (10))))\n change y by ((0) - (round ((y position) / (10))))\n Set Costume\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Ground\n\nwhen flag clicked\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nshow\ngo [forward v] (100) layers\nHack Zoom to (400)\ngo to x: (700) y: (550)\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Sprite1\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nforever\n go to (player v)\nend\n\nwhen I start as a clone\nset size to (75) %\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen I receive [end v]\nshow\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen I receive [end v]\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nforever\n go to (player v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\n\nwhen I start as a clone\nset [ghost v] effect to (50)\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to (random position v)\nset size to (10) %\nforever\n repeat (10)\n change y by (2)\n change size by (2)\n end\n repeat (10)\n change y by (2)\n change size by (-2)\n end\nend\n\nwhen I receive [end v]\nshow\nforever\n repeat (10)\n change y by (2)\n change size by (2)\n end\n repeat (10)\n change y by (2)\n change size by (-2)\n end\nend\n\nwhen I receive [end v]\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (50)\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nhide\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <<touching (_edge_ v)?> or <touching (cart v)?>> then\n delete this clone\n end\nend\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\n@Intro\n\ndefine Particles\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (40)\n show\n set [i v] to [170]\n repeat (50)\n set [i v] to (((i) * (.7)) + (((100) - (size)) / (5)))\n change size by (i)\n end\n point in direction (90)\n repeat (57)\n point in direction ((([tan v] of (turn) ) * (8)) + (0))\n change [turn v] by (3)\n end\n point in direction (90)\n go to [front v] layer\n set [test1 v] to [1]\n Smooth Glide x: (0) y: (0) speed: (5)\nelse\n if <(costume [number v]) = [2]> then\n wait (0.2) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (40)\n show\n set [i2 v] to [50]\n repeat (50)\n change [ghost v] effect by (-20)\n set [i2 v] to (((i2) * (.7)) + (((100) - (size)) / (5)))\n change size by (i2)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n if <(costume [number v]) = [3]> then\n set [ghost v] effect to (100)\n wait (0.2) seconds\n go to x: (1) y: (-50)\n show\n go to [front v] layer\n set [i3 v] to [75]\n repeat (50)\n change [ghost v] effect by (-10)\n set [i3 v] to (((i3) * (.7)) + (((100) - (size)) / (5)))\n change size by (i3)\n end\n wait (1.75) seconds\n Smooth Glide x: (0) y: (0) speed: (1.2)\n switch costume to (4 v)\n set size to (1) %\n repeat (60)\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n change size by (((10) * (.7)) + (((100) - (size)) / (5)))\n end\n repeat (10)\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n change size by (((18) * (.7)) + (((100) - (size)) / (5)))\n end\n repeat (10)\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n change size by (((1) * (.7)) + (((1) - (size)) / (5)))\n end\n hide\n end\n if <(costume [number v]) = [5]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (85)\n wait (0.2) seconds\n go to x: (-3) y: (-55)\n show\n go to [back v] layer\n go [forward v] (1) layers\n set [i3 v] to [75]\n repeat (50)\n set [i3 v] to (((i3) * (.7)) + (((100) - (size)) / (5)))\n change size by (i3)\n end\n glide (0.5) secs to x: (-3) y: (-53)\n wait (0.5) seconds\n repeat (15)\n change [ghost v] effect by (1)\n end\n end\n if <(costume [number v]) = [8]> then\n wait (2.5) seconds\n go to x: (-300) y: (0)\n go to [front v] layer\n show\n Smooth Glide x: (300) y: (0) speed: (6)\n broadcast (End v)\n end\nend\n\nwhen I receive [intro v]\nplay sound [intro v] until done\n\nwhen I receive [intro v]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (black mode v)\ncreate clone of (_myself_ v)\nswitch costume to (black mode 2 v)\ncreate clone of (_myself_ v)\nwait (3.75) seconds\nParticles\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (0.1) seconds\nbroadcast (Intro v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait until <(test1) = [1]>\n wait (0.1) seconds\n repeat (10)\n turn right (2) degrees\n change [ghost v] effect by (10)\n change size by (((250) - (size)) / (10))\n end\nelse\n if <(costume [name v]) = [Particle]> then\n show\n set size to (pick random (100) to (250)) %\n set [ghost v] effect to (pick random (30) to (60))\n set [particule 1 v] to (pick random (-10) to (10))\n set [particule 2 v] to (pick random (10) to (20))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (Particule 1)\n change y by (Particule 2)\n change [particule 2 v] by (-2)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [test1 v] to [0]\n\nrepeat (10)\n\ngo [forward v] (1) layers\nset [i3 v] to [75]\nrepeat (50)\n set [i3 v] to (((i3) * (.7)) + (((100) - (size)) / (5)))\n change size by (i3)\nend\nglide (0.5) secs to x: (-3) y: (-53)\nwait (0.5) seconds\nrepeat (15)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Thumbail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Hey ! Welcome to Giant Maze !\nThis is a scrolling platformer\nThe arrows indicate the exit ...\nKey arrow for move\nMobile friendly !
Take a risk / A platformer (Mobile friendly)
@Stage\n\nwhen I receive [start v]\nforever\n start sound [Take a risk / A platformer \(Music\) v]\n wait (14.34) seconds\nend\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nstop all sounds\n\n@Historia\n\nwhen flag clicked\nshow variable [subtítulos v]\nset [subtítulos v] to []\ngo to x: (0) y: (0)\nshow\nswitch costume to (disfraz1 v)\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (2)\n wait (0.2) seconds\n next costume\n wait (0.2) seconds\n start sound [Paso v]\n next costume\nend\nwait (0.4) seconds\nset [subtítulos v] to (translate [¡Ho! hay una casa, voy a entrar] to ((language::translate) v)::translate)\nstart sound [¡Ho! hay una casa, voy a entrar v]\nswitch costume to (disfraz8 v)\nwait (0.1) seconds\nswitch costume to (disfraz5 v)\nwait (0.5) seconds\nrepeat (4)\n switch costume to (disfraz8 v)\n wait (0.1) seconds\n switch costume to (disfraz5 v)\n wait (0.1) seconds\nend\nwait (0.1) seconds\nrepeat (3)\n switch costume to (disfraz8 v)\n wait (0.1) seconds\n switch costume to (disfraz5 v)\n wait (0.1) seconds\nend\nwait (0.4) seconds\nswitch costume to (disfraz9 v)\nwait (0.4) seconds\nstart sound [Abriendo una puerta v]\nrepeat (9)\n next costume\nend\nwait (0.7) seconds\nset [subtítulos v] to (translate [Voy a pasar] to ((language::translate) v)::translate)\nplay sound [Voy a pasar v] until done\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nwait (0.1) seconds\nset [subtítulos v] to (translate [¡Aaaaah!] to ((language::translate) v)::translate)\nstart sound [¡Aaaah! v]\nswitch costume to (disfraz23 v)\nrepeat (7)\n wait (0.2.0) seconds\n next costume\nend\nwait (0.4) seconds\nset [subtítulos v] to (translate [Parece que había un agujero...] to ((language::translate) v)::translate)\nstart sound [Parece que había un agujero... v]\nrepeat (7)\n switch costume to (disfraz32 v)\n wait (0.1) seconds\n switch costume to (disfraz31 v)\n wait (0.1) seconds\nend\nwait (0.5) seconds\nset [subtítulos v] to (translate [Aquí hay un botón] to ((language::translate) v)::translate)\nstart sound [Aquí hay un botón v]\nrepeat (2)\n switch costume to (disfraz32 v)\n wait (0.1) seconds\n switch costume to (disfraz31 v)\n wait (0.1) seconds\nend\nwait (0.1) seconds\nrepeat (4)\n switch costume to (disfraz32 v)\n wait (0.1) seconds\n switch costume to (disfraz31 v)\n wait (0.1) seconds\nend\nwait (0.3) seconds\nstart sound [Paso v]\nswitch costume to (disfraz33 v)\nwait (0.3) seconds\nnext costume\nwait (0.1) seconds\nstart sound [Pop v]\nwait (0.3) seconds\nnext costume\nplay sound [Zoop v] until done\nwait (0.2) seconds\nnext costume\nwait (0.4) seconds\nset [subtítulos v] to (translate [Ya que hay luz voy a tratar de escapar] to ((language::translate) v)::translate)\nstart sound [Ya que hay luz voy a tratar de escapar v]\nrepeat (10)\n switch costume to (disfraz37 v)\n wait (0.1) seconds\n switch costume to (disfraz36 v)\n wait (0.1) seconds\nend\nwait (0.5) seconds\nstop [other scripts in sprite v]\nbroadcast (Start v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <<mouse down?> or <key (q v) pressed?>>\nstop [other scripts in sprite v]\nbroadcast (Start v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [start v]\nstop all sounds\n\n@Player\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <<touching (player v)?> or <touching (piso v)?>>> then\n repeat (10)\n change y by (8)\n if <<touching (player v)?> or <touching (piso v)?>> then\n change y by (-8)\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nwait (0.3) seconds\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [30]>>> then\n point in direction (90)\n change x by (5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n point in direction (-90)\n change x by (-5)\n end\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <(letter (1) of (direction)) = [-]> then\n change x by (5.1)\n else\n change x by (-5.1)\n end\n if <<touching (piso v)?> or <touching (player v)?>> then\n change y by (1)\n if <(letter (1) of (direction)) = [-]> then\n change x by (5.1)\n else\n change x by (-5.1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n cae\n if <not <<touching (piso v)?> or <touching (player v)?>>> then\n set [gravedad v] to [-3]\n repeat until <<touching (piso v)?> or <touching (player v)?>>\n cae2\n change [gravedad v] by (-0.1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n point in direction (90)\n change x by (5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n point in direction (-90)\n change x by (-5)\n end\n end\n set [gravedad v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-185) y: (-90)\nhide\n\ndefine cae\nchange y by (-1)\n\ndefine cae2\nchange y by (gravedad)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (disfraz4 v)\n wait (0.1) seconds\n switch costume to (disfraz2 v)\n wait (0.1) seconds\n switch costume to (disfraz1 v)\n wait (0.1) seconds\n switch costume to (disfraz2 v)\n wait (0.1) seconds\n end\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n switch costume to (disfraz4 v)\n wait (0.1) seconds\n switch costume to (disfraz3 v)\n wait (0.1) seconds\n switch costume to (disfraz5 v)\n wait (0.1) seconds\n switch costume to (disfraz3 v)\n wait (0.1) seconds\n switch costume to (disfraz4 v)\n wait (0.1) seconds\n end\n if <not <<key (down arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> or <<<mouse down?> and <(mouse x) > [0]>> or <<mouse down?> and <(mouse x) < [0]>>>>>>>>> then\n switch costume to (disfraz4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (pinches v)?> or <<touching (lava v)?> or <touching (bola con pinches v)?>>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n point in direction (90)\n go to x: (-185) y: (-90)\n end\nend\n\nwhen I start as a clone\nif <<(Nivel) = [4]> or <<(Nivel) = [5]> and <<(distance to [lava v]) < [110]> and <not <<touching color (#ffffff)?> and <touching (bola con pinches v)?>>>>>> then\n if <(Nivel) = [4]> then\n switch costume to (disfraz7 v)\n set rotation style [all around v]\n point in direction (90)\n set [ghost v] effect to (20)\n start sound [muerte v]\n repeat until <(direction) > [160]>\n turn right (9) degrees\n end\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (-0.4)\n change y by (-0.4)\n end\n delete this clone\n end\n if <<(Nivel) = [5]> and <(distance to [lava v]) < [200]>> then\n start sound [muerte v]\n set rotation style [all around v]\n switch costume to (disfraz7 v)\n repeat (10)\n turn right (9) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nelse\n switch costume to (disfraz7 v)\n set rotation style [all around v]\n point in direction (90)\n set [ghost v] effect to (20)\n start sound [muerte v]\n repeat until <(direction) > [160]>\n turn right (9) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sensor de siguiente nivel v)?> then\n change [nivel v] by (1)\n broadcast (Siguiente nivel v)\n point in direction (90)\n go to x: (-185) y: (-90)\n end\nend\n\nwhen I receive [siguiente nivel v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (gotitas de lava v)?> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n point in direction (90)\n go to x: (-185) y: (-90)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Nivel) = [7]>\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Piso\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [nivel v] to [1]\nhide\nforever\n switch costume to (Nivel)\nend\n\n@Omitir\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [start v]\nhide variable [subtítulos v]\nhide\n\nwhen flag clicked\nforever\n if <(language::translate) = [español]> then\n switch costume to (disfraz1 v)\n else\n switch costume to (disfraz2 v)\n end\nend\n\n@Nivel\n\nwhen flag clicked\nhide\nforever\n switch costume to (Nivel)\nend\n\nwhen I receive [start v]\nshow\n\n@Pinches\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Nivel)\nend\n\n@Sensor de siguiente nivel\n\nwhen flag clicked\nshow\nset [ghost v] effect to (5464565654646456754e654654645645645654)\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Nivel) = [7]>\nhide\n\n@Explicación\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n if <(language::translate) = [español]> then\n switch costume to (disfraz1 v)\n else\n switch costume to (disfraz2 v)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(Nivel) = [1]> then\n show\n else\n hide\n end\nend\n\n@Volcán\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Nivel)\nend\n\nwhen flag clicked\ngo to x: (117) y: (-114)\nhide\n\n@Gotitas de lava\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nforever\n if <(Nivel) = [3]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: ([x position v] of [volcán v]) y: (([y position v] of [volcán v]) + (40))\nshow\npoint in direction (pick random (-45) to (45))\nrepeat until <<not <(Nivel) = [3]>> or <<touching (piso v)?> or <<touching (_edge_ v)?> or <touching (player v)?>>>>\n move (10) steps\n if <(letter (1) of (direction)) = [-]> then\n turn left (7) degrees\n else\n turn right (7) degrees\n end\nend\nwait (0.2) seconds\ndelete this clone\n\n@Lava\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nforever\n if <(Nivel) = [6]> then\n switch costume to (disfraz1 v)\n wait (1) seconds\n switch costume to (disfraz2 v)\n wait (1) seconds\n else\n switch costume to (disfraz3 v)\n wait (1) seconds\n switch costume to (disfraz4 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n clear graphic effects\n wait (1) seconds\n repeat (20)\n change [brightness v] effect by (2)\n end\n repeat (20)\n change [brightness v] effect by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Nivel) = [4]> or <<(Nivel) = [5]> or <(Nivel) = [6]>>> then\n show\n else\n hide\n end\nend\n\n@Bola con pinches\n\nwhen flag clicked\nforever\n if <(Nivel) = [5]> then\n glide (1) secs to x: (-98) y: (18)\n point in direction (135)\n glide (1) secs to x: (98) y: (18)\n point in direction (60)\n end\nend\n\nwhen flag clicked\nforever\n if <(Nivel) = [5]> then\n show\n else\n go to x: (0) y: (20)\n point in direction (90)\n hide\n end\nend\n\n@Cadena\n\nwhen flag clicked\nset pen color to (#8c8c8c)\nset pen size to (10)\ngo to x: (0) y: (169)\nset [ghost v] effect to (534532453443534543534534)\nforever\n if <(Nivel) = [5]> then\n show\n erase all\n pen down\n go to (bola con pinches v)\n pen down\n go to x: (0) y: (169)\n else\n hide\n erase all\n end\nend\n\n@Objeto1\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nhide\nwait (0.1) seconds\nwait until <(Nivel) = [7]>\nbroadcast (fin v)\nset [subtítulos v] to []\nshow variable [subtítulos v]\nshow\nswitch costume to (disfraz1 v)\nrepeat (4)\n wait (0.4) seconds\n start sound [Paso v]\n next costume\nend\nwait (0.4) seconds\nswitch costume to (disfraz6 v)\nwait (0.3) seconds\nset [subtítulos v] to (translate [Gracias por ayudarme a escapar] to ((language::translate) v)::translate)\nstart sound [Gracias por ayudarme a escapar v]\nrepeat (2)\n switch costume to (disfraz7 v)\n wait (0.1) seconds\n switch costume to (disfraz6 v)\n wait (0.1) seconds\nend\nwait (0.1) seconds\nrepeat (7)\n switch costume to (disfraz7 v)\n wait (0.1) seconds\n switch costume to (disfraz6 v)\n wait (0.1) seconds\nend\nwait (2) seconds\nstop [all v]\n\n@Objeto2\n\nwhen flag clicked\nset [ghost v] effect to (99999999)\n\n
Grayscale- A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@player\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> 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 [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Hope.mp3 v] until done\nend\n\nwhen flag clicked\ngo to x: (-152) y: (-142)\n\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [green v]\nif <touching color (#c3c3c3)?> then\n switch costume to (costume12 v)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\ngo to x: (45) y: (37)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Play v)\n\n@skip button\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [play v]\ngo to x: (36) y: (28)\nshow\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\n
Woohoo! First platformer (or platform) out, hopefully I can manage to make the part 2 in time, and please leave a heart or fav, maybe a follow, and enjoy!\n\nI may not be able to respond to all the comments, but I will try to read all of them. :)
BIOMES || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [desert v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [forest v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n broadcast (end v)\n end\nend\n\n@blank\n\n@Platforms\n\nwhen I receive [green flag v]\nset [biome # v] to [1]\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 Clone at x: [360] y: [0]\n Clone at x: [360] 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 (desert 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (forest v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nClone at x: [0] y: [360]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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\nwait (0.1) seconds\n\nhide\n\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level over v]\nchange [biome # v] by (1)\n\nset [biome # v] to [2]\n\nwhen flag clicked\nif <(costume [number v]) = [5]> then\n broadcast (tundra v)\nend\nif <(costume [number v]) = [13]> then\n broadcast (desert v)\nend\nif <(costume [number v]) = [19]> then\n broadcast (forest v)\nend\n\nforever\n\nClone at x: [360] y: [0]\n\nwhen I receive [end v]\n\nswitch costume to (costume1 v)\nforever\n\nstop [other scripts in sprite 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]\ngo to x: (-100) y: (0)\nhide\n\nwhen I receive [play game v]\nforever\n change [color v] effect by (25)\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win!\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [exit v]\nhide variable [in air v]\nhide variable [level v]\nhide variable [mouse v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [x v]\nhide variable [y v]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\n point in direction (90)\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nset [sx v] to ((sx) * (0.8))\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)\nPosition\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (3)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (15)))\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\nset [scroll x v] to [0]\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\nhide\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win!\nhide\nwait (1) seconds\nchange [level v] by (1)\nset [exit v] to []\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n Bounce\nend\n\ndefine Bounce\nif <touching (bounce pad v)?> then\n set [sy v] to [25]\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n Game - Die\n end\nend\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n Portal\nend\n\ndefine Portal\nif <touching (portal v)?> then\n set [exit v] to [win]\nend\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n set [exit v] to [win]\n end\nend\n\n@Grass\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 1 1 \(1\) v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (desert 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\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\nwait (0.1) seconds\n\nhide\n\nset [level v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [360]\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Bounce Pad\n\nwhen I receive [green flag v]\nset [level v] to [1]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [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: [0] y: [360]\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 (forest bounce 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\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\nwait (0.1) seconds\n\nhide\n\nset [level v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Spikes\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 1 4 \(3\) 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 else\n if <(LEVEL) = [3]> then\n switch costume to (cactus 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (forest spikes 1 v)\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\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)\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\nwait (0.1) seconds\n\nhide\n\nset [level v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Background\n\nwhen flag clicked\nshow\nswitch costume to (grassland v)\n\nwhen I receive [tundra v]\nswitch costume to (tundra v)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n broadcast (tundra v) and wait\n end\n if <(LEVEL) = [3]> then\n broadcast (desert v) and wait\n end\n if <(LEVEL) = [4]> then\n broadcast (forest v)\n end\nend\n\nwhen I receive [desert v]\nswitch costume to (desert v)\n\nwhen I receive [forest v]\nswitch costume to (tree v)\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Clouds\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset x to (341)\nset y to (pick random (-58) to (170))\nforever\n change x by (-2)\n if <(x position) < [-130]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Portal\n\nwhen I receive [green flag v]\nset [level v] to [1]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 2 9 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (forest v)\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\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)\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\nwait (0.1) seconds\n\nhide\n\nset [level v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\n\nClone at x: [0] y: [360]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n if <touching (player v)?> then\n broadcast (desert v)\n end\n end\nend\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n if <touching (player v)?> then\n broadcast (forest v)\n end\n end\nend\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I receive [tundra v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (pick random (0.25) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset x to (pick random (-234) to (234))\nset y to (174)\nforever\n change y by (-2)\n if <(y position) < [-174]> then\n delete this clone\n end\nend\n\nwhen I receive [desert v]\nhide\n\nwhen I receive [end v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Welcome to BIOMES || A Scrolling Platformer\nthis project was my most comlex project, I spent quite a while on it. \n\nPlay on four different biomes using the arrow keys, play on grasslands, play on tundra, play on desert and play on the forest.
~RAINFOREST ~ A platformer~
@Stage\n\n@player\n\nwhen flag clicked\nset size to (100) %\nstart sound [Learn To Meow \(Official EDM Ver v]\nswitch backdrop to (backdrop11 v)\nwait (1) seconds\ngo to x: (-172) y: (-186)\nswitch costume to (img_1195 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-172) y: (-186)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop8]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#37ef57)?> or <<touching color (#c4842d)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#cdcdcd)?> or <<touching color (#ff7d51)?> or <touching color (#20bdde)?>>> then\n go to x: (-172) y: (-186)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-172) y: (-186)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop18]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <touching color (#666666)?> then\n repeat (5)\n change size by (-10)\n end\n go to x: (-172) y: (-186)\n set size to (40) %\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (img_1195 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\n@ground\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop11 v)\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop12 v]\nshow\nswitch costume to (costume11 v)\n\n
This is probably my best platformer yet, and it's called Rainforest. The next one is out!\n\nPyramids: https://scratch.mit.edu/projects/412732651/\n~Instructions~\nArrow keys to move\nOther instructions in the game!\nHave fun :) \n\n\n\n\n\n#platformer #games #rainforest #amazon #explorer \n#platformer #games #rainforest #amazon #explorer\n#platformer #games #rainforest #amazon #explorer \n#platformer #games #rainforest #amazon #explorer\n#platformer #games #rainforest #amazon #explorer \n#platformer #games #rainforest #amazon #explorer\n#platformer #games #rainforest #amazon #explorer \n#platformer #games #rainforest #amazon #explorer
Little Blue Cat - A Scrolling Platformer (Mobile Friendly)
@Stage\n\n@obstacles\n\nwhen I start as a clone\nset [id v] to (ob id)\nif <(id) = [1]> then\n ob control [-500] [10000]\nend\nif <(id) = [2]> then\n ob control [400] [40]\nend\nif <(id) = [3]> then\n ob control [1000] [50]\nend\nif <(id) = [4]> then\n ob control [1400] [70]\nend\nif <(id) = [5]> then\n ob control [1800] [100]\nend\nif <(id) = [6]> then\n ob control [3500] [300]\nend\nif <(id) = [7]> then\n ob control [3950] [80]\nend\nif <(id) = [8]> then\n ob control [4000] [110]\nend\nif <(id) = [9]> then\n ob control [4050] [80]\nend\nif <(id) = [10]> then\n ob control [4900] [10]\nend\nif <(id) = [11]> then\n ob control [5100] [10]\nend\nif <(id) = [12]> then\n ob control [5300] [125]\nend\nif <(id) = [13]> then\n ob control [5600] [40]\nend\nif <(id) = [14]> then\n ob control [5650] [50]\nend\nif <(id) = [15]> then\n ob control [5700] [60]\nend\nif <(id) = [16]> then\n ob control [5750] [50]\nend\nif <(id) = [17]> then\n ob control [5800] [50]\nend\nif <(id) = [18]> then\n ob control [6350] [50]\nend\nif <(id) = [19]> then\n ob control [6100] [125]\nend\nif <(id) = [20]> then\n ob control [6700] [125]\nend\nif <(id) = [21]> then\n ob control [7120] [100]\nend\nif <(id) = [22]> then\n ob control [7150] [100]\nend\nif <(id) = [23]> then\n ob control [7200] [100]\nend\nif <(id) = [24]> then\n ob control [7230] [100]\nend\nhide\n\ndefine ob control (x) (s)\nset size to (s) %\nset x to (0)\nset y to (0)\nrepeat until <<touching (_edge_ v)?> or <touching color (#3aff00)?>>\n change y by (-1)\nend\nset x to (100000000000000000000000000000000000000)\nset [max v] to (x position)\nforever\n if <<touching (_edge_ v)?> and <(max) < ([abs v] of ((main block) + (x)) )>> then\n hide\n else\n show\n set x to ((main block) + (x))\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\nset [id v] to [0]\nset [ob id v] to [0]\nrepeat (30)\n if <(id) = [0]> then\n hide\n change [ob id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\n@ground\n\nwhen I start as a clone\nset [id v] to (ground clone id)\nforever\n if <(id) = [4]> then\n wait (3) seconds\n forever\n got to [0]\n switch costume to (costume2 v)\n set y to (100)\n end\n else\n if <[4] < (id)> then\n got to (((id) * (600)) - (100))\n else\n got to ((id) * (600))\n end\n end\nend\n\ndefine got to (x position)\nif <<((main block) + (x position)) < [600]> and <((main block) + (x position)) > [-600]>> then\n set x to ((main block) + (x position))\n show\nelse\n hide\nend\n\ndefine start\nset [spawwn v] to [0]\nset [id v] to [0]\nset [main block v] to [0]\nset [ground clone id v] to [0]\nset y to (-165)\nrepeat (20)\n if <(id) = [0]> then\n create clone of (_myself_ v)\n change [ground clone id v] by (1)\n end\nend\n\nwhen I receive [message1 v]\nset [moveble v] to [0]\nif <(main block) < (spawwn)> then\n repeat until <not <(main block) < (spawwn)>>\n change [main block v] by (3)\n end\nelse\n repeat until <(main block) < (spawwn)>\n change [main block v] by (-3)\n end\nend\nwait (0.2) seconds\nset [moveble v] to [1]\n\nwhen I receive [play v]\nset [moveble v] to [1]\nrepeat (110)\n set [xvelocity v] to [0]\n set [main block v] to [0]\n set [xvel v] to [0]\n set x to (0)\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nstart\nforever\n if <not <(xvelocity) = [0]>> then\n if <(xvelocity) < [0]> then\n change [xvelocity v] by (2)\n end\n if <[0] < (xvelocity)> then\n change [xvelocity v] by (-2)\n end\n end\n if <(moveble) = [1]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n set [xvelocity v] to [-16]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n set [xvelocity v] to [16]\n end\n end\n change [main block v] by (xvelocity)\n if <<((main block) + (item (2) of [id and placement v])) < [600]> and <((main block) + (item (2) of [id and placement v])) > [-600]>> then\n set x to (main block)\n show\n else\n hide\n end\n set [xvel v] to (xvelocity)\nend\n\nwhen flag clicked\nbroadcast (play v)\nset x to (0)\nshow\n\n@character\n\ndefine float\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I start as a clone\nnext costume\nrepeat (10)\n change size by (-7)\n change [color v] effect by (4)\n change [ghost v] effect by (5)\n change x by (xvel)\n if <(moveble) = [0]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [message1 v]\nset y to (0)\n\nwhen flag clicked\nforever\n wait until <touching (ground v)?>\n play sound [Footstep v] until done\n wait until <not <touching (ground v)?>>\nend\n\nwhen [s v] key pressed\nwait until <not <key (s v) pressed?>>\nglide (0.5) secs to x: (-30) y: (160)\nset size to (30) %\nrepeat until <key (s v) pressed?>\n set y to (160)\n set [yvel v] to [0]\nend\nset size to (100) %\nwait (1) seconds\n\nwhen I receive [play v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [yvel v] to [0]\nrepeat (110)\n go to x: (-30) y: (0)\nend\nforever\n float\n if <touching (ground v)?> then\n set [yvel v] to [0]\n else\n change [yvel v] by (-1.5)\n end\n if <<<<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[20] < (mouse y)>>> and <touching (ground v)?>> and <(moveble) = [1]>> then\n set [yvel v] to [18]\n end\n if <not <(yvel) = [0]>> then\n change y by (yvel)\n end\n create clone of (_myself_ v)\n if <(moveble) = [0]> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (0)\n end\n if <<touching (_edge_ v)?> and <(y position) < [-150]>> then\n broadcast (message1 v)\n end\n if <touching (sprite5 v)?> then\n set [yvel v] to [30]\n end\nend\n\nset [xvel v] to ((xvel) * (3))\n\n@Sprite1\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nshow\nrepeat (100)\n turn right (5) degrees\nend\nhide\n\n@Sprite2\n\nwhen I start as a clone\nset [id v] to (flag id)\nhide\nif <(id) = [1]> then\n forever\n set [virtual x v] to ((main block) - (item (2) of [save area v]))\n if <[286] < ([abs v] of (virtual X) )> then\n hide\n else\n show\n set x to (virtual X)\n end\n if <<touching (character v)?> and <not <(spawwn) = (item (2) of [save area v])>>> then\n set [spawwn v] to (item (2) of [save area v])\n end\n end\nend\nif <(id) = [2]> then\n forever\n set [virtual x v] to ((main block) - (item (3) of [save area v]))\n if <[286] < ([abs v] of (virtual X) )> then\n say []\n hide\n else\n say [You beat it!!! Great job :\)]\n show\n set x to (virtual X)\n end\n if <<touching (character v)?> and <not <(spawwn) = (item (3) of [save area v])>>> then\n set [spawwn v] to (item (3) of [save area v])\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.08) seconds\n next costume\nend\n\nwhen I start as a clone\nforever\n wait (0.08) seconds\n next costume\nend\n\nwhen I receive [play v]\nset [flag id v] to [0]\nrepeat (2)\n change [flag id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [virtual x v] to ((main block) - (item (1) of [save area v]))\n if <[286] < ([abs v] of (virtual X) )> then\n hide\n else\n show\n set x to (virtual X)\n end\n if <<touching (character v)?> and <not <(spawwn) = (item (1) of [save area v])>>> then\n set [spawwn v] to (item (1) of [save area v])\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ngo to [back v] layer\nshow\nforever\n if <<[-2137] < (((main block) / (3)) + (70))> and <(((main block) / (3)) + (70)) < [650]>> then\n set x to (((main block) / (3)) + (70))\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Chill v] until done\nend\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n if <key (m v) pressed?> then\n set [volume v] to [0]\n end\n set volume to ((Volume) * (10)) %\n if <(mouse y) < [-100]> then\n show variable [volume v]\n else\n hide variable [volume v]\n end\nend\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n if <key (m v) pressed?> then\n set [volume v] to [0]\n end\n set volume to ((Volume) * (10)) %\n if <(mouse y) < [-100]> then\n show variable [volume v]\n else\n hide variable [volume v]\n end\nend\n\nwhen I start as a clone\nforever\n set [x v] to ([floor v] of (x position) )\n if <<[-2137] < (((main block) / (3)) + (2300))> and <(((main block) / (3)) + (2300)) < [650]>> then\n set x to (((main block) / (3)) + (2300))\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (2)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite5\n\nwhen I receive [play v]\nforever\n if <[273] < ([abs v] of ((main block) + (3200)) )> then\n hide\n else\n show\n set x to ((main block) + (3200))\n end\nend\n\n
thank you so much for 700 likes and (almost) 600 faves!!!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ni unshared by accident then forgot to repost till now XD\nIf the character keeps respawning from a certain spot, there is a tiny spike right there\nM to get rid of that music\n<3 and ⭐ would be great \n 'S' is now for scrolling mode or skip\nArrow keys to move \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n99% me,<3 my dad gave me a few ideas \nthanks to RockCraft24 and NapoliFC for <3 and ⭐\n100 % possible even though I only beat it twice without using "s"\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nNew scrolling platformer -https://scratch.mit.edu/projects/429482417/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #platformer #all #trending #scrolling #blue #cat #Games #All #possible #mobilefriendly \n
-Climate Change- a Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@ball\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse 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 (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 [15]\n end\n change y by (1)\n if <(x position) > [380]> then\n start sound [Coin v]\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#0053da)?> then\n set [y v] to [19]\n start sound [bounce v]\n end\nend\n\nwhen flag clicked\nchange [deaths: v] by (1)\nforever\n if <touching (water v)?> then\n start sound [roblox death v]\n repeat (5)\n change [ghost v] effect by (25)\n wait (.0009) seconds\n end\n set [ghost v] effect to (0)\n go to x: (-100) y: (-20)\n end\nend\n\nwhen flag clicked\nchange [deaths: v] by (1)\nforever\n if <touching (oil v)?> then\n start sound [roblox death v]\n repeat (5)\n change [ghost v] effect by (25)\n wait (.0009) seconds\n end\n set [ghost v] effect to (0)\n go to x: (-100) y: (-20)\n end\nend\n\nwhen flag clicked\nchange [deaths: v] by (1)\nforever\n if <touching (straws v)?> then\n start sound [roblox death v]\n repeat (6)\n change [ghost v] effect by (25)\n wait (.0009) seconds\n end\n set [ghost v] effect to (0)\n go to x: (-100) y: (-20)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (-100) y: (-20)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nset [deaths: v] to [0]\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop21 v]\nbroadcast (END v)\n\nwhen I receive [next level v]\nset [level v] to [end]\n\nwhen flag clicked\nforever\n if <(coins) = [10]> then\nend\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (1) y: (-18)\nswitch costume to (costume1 v)\n\n@straws\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@bouncy recycling can\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-11) y: (-86)\n\nwhen I receive [next level v]\nnext costume\n\n@oil\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n hide\n go to x: (372) y: (28)\n show\n glide (4) secs to x: (-372) y: (28)\n hide\n next costume\nend\n\n@water\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (20)\n\nwhen flag clicked\ngo to x: (0) y: (-163)\nforever\n glide (.5) secs to x: (-4) y: (-194)\n glide (.3) secs to x: (-5) y: (-209)\n glide (.7) secs to x: (-5) y: (-130)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n play sound [bensound-thejazzpiano v] until done\nend\n\nwhen this sprite clicked\nstop all sounds\n\nwhen flag clicked\nforever\n set volume to (sound) %\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (50)\n wait (.000001) seconds\n change [ghost v] effect by (3)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n play sound [/ - secret crates.mp3 v] until done\nend\n\n@coins\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [coins v] to [0]\nforever\n if <touching (ball v)?> then\n change [coins v] by (1)\n start sound [coin ding v]\n hide\n end\nend\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen flag clicked\nforever\n if <(Deaths:) = [1]> then\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(coins) = [10]> then\n start sound [Tada v]\n forever\n switch costume to (costume2 v)\n wait (.5) seconds\n switch costume to (costume1 v)\n wait (.5) seconds\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (120) y: (-189)\n\n@chest\n\nwhen flag clicked\nforever\n repeat (1)\n if <touching (sprite5 v)?> then\n play sound [Door Closing v] until done\n next costume\n play sound [Win v] until done\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop21 v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(coins) = [10]> then\n show\n forever\n go to (mouse-pointer v)\n end\n end\nend\n\n
first of all, sorry, but some people haven't read all the instructions, and got confused because they already had the key, so im saying it again: PLEASE read the ENTIRE description please because some things are super important!!!!!!!!!\n\n ~~~\n\nHi everyone! @wolfheart222 and I decided to do a collab platformer all about Climate Change. Climate change (a.k.a. global warming) is a very big problem in the world, so we decided to make a Platformer describing how to help, and what Climate Change actually is. I am also very very very passionate about climate change and how to stop it, so read on!\n ~\n-INSTRUCTIONS-\n~double click the green flag, not for sync or anything, but because or else it will do these sounds at the end of the project, and it'll show you a key and all that. so just click the flag twice and you're all good 2 go...\n~collect as many coins as possible to earn the key that \n opens the chest at the final level! \n~arrow keys OR wasd keys to move.\n~you can wall-jump!!!!!!!\n~avoid plastic straws, oil, and this is only one of the \n levels, but avoid the rising water on it. \n~recycling bins help you jump higher.\n~please read the backdrops too, it would be really nice to know that people are actually reading about Climate \n Change. \n~when you get the key, hover your mouse over the chest.\n~enjoy!\n\n~FACTS NOT INCLUDED IN PROJECT!~\n~The greenhouse effect is a natural process that warms the Earth's surface. When the Sun's energy reaches the Earth's atmosphere, some of it is reflected back to space and the rest is absorbed and re-radiated by greenhouse gases. The absorbed energy warms the atmosphere and the surface of the Earth. The gasses include CO2 (aka carbon), water vapor, and methane. Earth needs a steady balance of all these gasses to keep the right temperature. But smoke stacks, airplanes, and motor-powered veacles are releasing too much carbon into the atmosphere, which unbalances the greenhouse effect, and warming the planet. \n\n~FINAL NOTES~\n~okay, this is probably the best project i've ever made. \n thank you so much for checking this out, and maybe \n leaving a love and favorite? \n~also, check out global warming and climate change \n studios like ThereIsNoPlanetB. \n~donate to charity funds to help stop pollution, and planting more trees around! or participate in protests (with a mask of course, and socially distanced) for climate change acknowledgement! \n~Thank you!\n\n#climatechange #ThereIsNoPlanetB #collab #climatechangeplatformer #BLM #collabplatformer #thereisnoplanetb #makeAchange #IJustWantMoreCake #ijustwantmorecake #me #myself #loveyourself #climate #change #platformer #platformer #platformer #platformer #platformer #wip #WIP \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncomment: cream puffs\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou just wasted your time scrolling all the way down here.
◈ Sky ◈ - Multiplayer Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [ , ] ((SCROLL Y) + (mouse y))))\n\nwhen flag clicked\nset [scroll y v] to [0]\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [begin v]\nforever\n set [brightness v] effect to (() - ((SCROLL Y) / (80)))\n set [color v] effect to ((SCROLL Y) / (250))\nend\n\n@Player\n\ndefine Game On\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nif <(Checkpoint) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [2]> then\n set [x v] to [153]\n set [y v] to [777]\n set [scroll x v] to [0]\n set [scroll y v] to [730]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [-223]\n set [y v] to [1455]\n set [scroll x v] to [0]\n set [scroll y v] to [1415]\n else\n set [x v] to [-211]\n set [y v] to [2150]\n set [scroll x v] to [0]\n set [scroll y v] to [2110]\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (enemy v)?>> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game - Win\nset rotation style [left-right v]\nhide\nset [hide/show v] to [hide]\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset rotation style [left-right v]\nset [exit v] to []\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.3) seconds\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\n\ndefine Tick\nif <(move?) = [yes]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\n end\n change [sy v] by (-2)\n Change Player Y By (sy)\n Test - Die\n set [scroll x v] to (x)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <(SCROLL X) > [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (2)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (player eye up right v)\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (player eye up left v)\n else\n if <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<<mouse down?> and <((mouse x) + (15)) > (x position)>> and <<mouse down?> and <((mouse x) - (15)) < (x position)>>>>> and <not <<(in air) > [10]> or <key (down arrow v) pressed?>>>> then\n switch costume to (player eye right v)\n else\n if <<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<<mouse down?> and <((mouse x) + (15)) > (x position)>> and <<mouse down?> and <((mouse x) - (15)) < (x position)>>>>> and <not <<(in air) > [10]> or <key (down arrow v) pressed?>>>> then\n switch costume to (player eye left v)\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (player eye up v)\n else\n if <<(in air) > [10]> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player eye down v)\n if <<<(in air) > [10]> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (player eye down right v)\n else\n if <<<(in air) > [10]> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (player eye down left v)\n end\n end\n else\n switch costume to (player eye center v)\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 repeat (10)\n change [sy v] by ((((0) - (sy)) / (3)) - (0.3))\n end\n repeat (10)\n change [sy v] by ((((15.5) - (sy)) / (3.5)) - (0.3))\n end\n else\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [max players v] to [8]\nset [my player # v] to [0]\nhide\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (connecting v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\n broadcast (connected v)\n wait (1) seconds\n switch backdrop to (blank v)\n broadcast (begin v)\n show\nelse\n switch backdrop to (full v)\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (join (username) (join [ ] (item (say) of [chat v]))) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((SCROLL X) + (x position)) to encoded\nwrite ((SCROLL Y) + (y position)) to encoded\nwrite (costume [number v]) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [stopclicked v]\nhide\n\nwhen I receive [touch player v]\nset [exit v] to [die]\n\nwhen flag clicked\nforever\n set [player: in air v] to (in air)\nend\n\nwhen flag clicked\nshow list [chat v]\nset [say v] to []\n\nwhen I receive [begin v]\nforever\n if <key (t v) pressed?> then\n hide list [chat v]\n ask [] and wait\n set [say v] to (answer)\n show list [chat v]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(say) > []> then\n wait (5) seconds\n set [say v] to []\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(say) > []> then\n think (join (join (MY PLAYER #) (join [ : ] (username))) (join [- ] (item (say) of [chat v])))\n else\n think (join (MY PLAYER #) (join [ - ] (username)))\n end\nend\n\nwhen flag clicked\nset [move? v] to [yes]\n\nwhen I receive [begin v]\nforever\n if <<key (p v) pressed?> and <(move?) = [yes]>> then\n set [move? v] to [no]\n wait (0.3) seconds\n else\n if <<key (p v) pressed?> and <(move?) = [no]>> then\n set [move? v] to [yes]\n wait (0.3) seconds\n end\n end\nend\n\nwhen I receive [begin v]\nset [hide/show v] to [show]\n\nwhen [1 v] key pressed\nif <(username) = [Rabbit507]> then\n set [checkpoint v] to [1]\nend\n\nwhen [2 v] key pressed\nif <(username) = [Rabbit507]> then\n set [checkpoint v] to [2]\nend\n\nwhen [3 v] key pressed\nif <(username) = [Rabbit507]> then\n set [checkpoint v] to [3]\nend\n\nwhen [4 v] key pressed\nif <(username) = [Rabbit507]> then\n set [checkpoint v] to [4]\nend\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [checkpoint v] to [1]\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 []\npoint in direction (90)\n\nwhen flag clicked\nset [hide/show v] to [show]\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nthink (join (player #) (join [ - ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nx: ((value) - (SCROLL X))\nvalue = read from encoded\ny: ((value) - (SCROLL Y))\nvalue = read from encoded\nswitch costume to (value)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine y: (y)\nset y to (y)\nif <(y) = (y position)> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\ndefine x: (x)\nset x to (x)\nif <(x) = (x position)> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nset [value v] to []\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer)\nbroadcast (stopclicked v)\nset [ghost v] effect to (100)\nswitch backdrop to (blank v)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nreset timer\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer)\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\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 [green flag v]\nshow\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n clone at x: [360] y: [0]\n clone at x: [280] y: [360]\n clone at x: [200] y: [460]\n clone at x: [0] y: [560]\n clone at x: [0] y: [560]\n clone at x: [0] y: [1200]\n clone at x: [0] y: [1750]\n clone at x: [0] y: [2350]\n clone at x: [0] y: [2500]\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stopclicked v]\nhide variable [seconds v]\nhide\ndelete this clone\n\n@clouds\n\nwhen I receive [begin v]\nforever\n set [cloud x change v] to (pick random (5) to (10))\n set [way v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1.2)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset y to (pick random (0) to (200))\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (50))\nset size to (pick random (30) to (40)) %\ngo to [back v] layer\nshow\nif <(way) = [1]> then\n set x to (-300)\n repeat until <(x position) > [239]>\n change x by (cloud x change)\n end\n delete this clone\nelse\n set x to (300)\n repeat until <(x position) < [-239]>\n change x by (() - (cloud x change))\n end\n delete this clone\nend\n\n@You Win!\n\nwhen I receive [begin v]\n\nwhen flag clicked\nclear graphic effects\nhide\nhide variable [seconds v]\nset [seconds v] to [0]\n\nwhen I receive [win v]\nif <not <(restart?) > []>> then\n clear graphic effects\n show\n switch costume to (splash-screen v)\n set [you win move v] to [10]\n repeat ((you win move) * (2))\n go to x: (pick random ((you win move) - ((you win move) * ((3) / (1.5)))) to (you win move)) y: (pick random ((you win move) - ((you win move) * ((3) / (1.5)))) to (you win move))\n change [you win move v] by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [stopclicked v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [begin v]\nhide variable [ts v]\nset [ts v] to [0]\nwait (1) seconds\nreset timer\nrepeat until <(EXIT) = [win]>\n if <(move?) = [yes]> then\n set [ts v] to ((ts) + (1))\n wait (1) seconds\n end\nend\nbroadcast (win v)\n\nwhen I receive [win v]\nset [move? v] to [no]\n\nwhen I receive [restart v]\nwait (1) seconds\nreset timer\nset [ts v] to [0]\n\nwhen [r v] key pressed\nset [restart? v] to [restart]\nwait (2) seconds\nset [restart? v] to []\n\nwhen I receive [begin v]\nset [restart? v] to []\n\nwhen flag clicked\nset [restart? v] to []\n\nwhen I receive [restart v]\n\nwhen flag clicked\nforever\n set [seconds v] to (round (ts))\nend\n\n@Exit\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nset [collected v] to [0]\nset [exit: x v] to [-50]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n clone at x: [205] y: [2757]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\n\ndefine clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (off v)\nclear graphic effects\npoint in direction (90)\n\nwhen I receive [begin v]\nforever\n if <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n switch costume to (on v)\n repeat (1)\n point in direction (90)\n change [checkpoint v] by (1)\n go to x: (0) y: (0)\n repeat (5)\n turn right ((((200) - (direction)) / (5)) - (0.3)) degrees\n change [brightness v] effect by (9)\n change [ghost v] effect by (3)\n end\n repeat (15)\n turn right ((((90) - (direction)) / (5)) - (0.3)) degrees\n change [brightness v] effect by (-3)\n change [ghost v] effect by (-1)\n end\n wait (0.8) seconds\n point in direction (90)\n set [exit v] to [win]\n broadcast (win v)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [stopclicked v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (off v)\npoint in direction (90)\nclear graphic effects\n\n@Water\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nclear graphic effects\ngo to [back v] layer\ngo [forward v] (2) layers\nset [water: x v] to [-50]\nset [water: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [water: x v] by (x)\nchange [water: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Water: x) - (SCROLL X)) (((Water: y) - (SCROLL Y)) + (Water Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [stopclicked v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [water y v] to [0]\nforever\n repeat (10)\n change [water y v] by ((((-10) - (Water Y)) / (6)) - (-0.3))\n end\n repeat (10)\n change [water y v] by ((((5) - (Water Y)) / (6)) - (0.3))\n end\nend\n\n@Danger\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nclear graphic effects\ngo to [back v] layer\nset [danger: x v] to [-50]\nset [danger: 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: [560]\n clone at x: [0] y: [1300]\n clone at x: [0] y: [2150]\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)\ncreate clone of (_myself_ v)\nset [danger: x v] to (x)\nset [danger: y v] to (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [stopclicked v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Checkpoint \n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [begin v]\nset [checkpoint v] to [1]\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (off v)\n Clone at x: [153] y: [777]\n Clone at x: [-220] y: [1445]\n Clone at x: [-210] y: [2102]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n switch costume to (on v)\n repeat (1)\n point in direction (90)\n change [checkpoint v] by (1)\n go to x: (0) y: (0)\n repeat (5)\n turn right ((((200) - (direction)) / (5)) - (0.3)) degrees\n change [brightness v] effect by (9)\n change [ghost v] effect by (3)\n end\n repeat (15)\n turn right ((((90) - (direction)) / (5)) - (0.3)) degrees\n change [brightness v] effect by (-3)\n change [ghost v] effect by (-1)\n end\n wait (0.1) seconds\n point in direction (90)\n end\n end\n end\nend\n\nwhen I receive [stopclicked v]\ngo to [back v] layer\ndelete this clone\n\nchange [ghost v] effect by (3)\n\nwhen I receive [restart v]\nset [checkpoint v] to [1]\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (off v)\n Clone at x: [153] y: [777]\n Clone at x: [-220] y: [1445]\n Clone at x: [-210] y: [2102]\nend\nset [checkpoint : x v] to [-99999]\n\n@You Win!2\n\nwhen I receive [win v]\nif <not <(restart?) > []>> then\n go to x: (-130) y: (-162)\n clear graphic effects\n switch costume to (0 v)\n set [you win move v] to [10]\n set [say v] to []\n set [letter v] to []\n hide\n time\nend\n\nwhen I receive [stopclicked v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\ndefine time\nset size to (120) %\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (length of (seconds))\n change [letter v] by (1)\n set [say v] to (letter (letter) of (seconds))\n switch costume to (say)\n create clone of (_myself_ v)\n change x by (16)\n set [say v] to []\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Sprite1\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nclear graphic effects\ngo to x: (0) y: (-20)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(mouse y) < [-130]> then\n repeat until <(y position) > [30]>\n change y by (10)\n change [ghost v] effect by (-30)\n end\n else\n repeat until <(y position) < [1]>\n change y by (-10)\n change [ghost v] effect by (30)\n end\n end\nend\n\nwhen flag clicked\nforever\n set volume to ((x position) + (50)) %\nend\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nset y to (-30)\nforever\n go to [front v] layer\n if <(mouse y) < [-130]> then\n show\n repeat until <(y position) > [-16]>\n change y by (10)\n change [ghost v] effect by (-50)\n end\n else\n repeat until <(y position) < [-39]>\n change y by (-10)\n change [ghost v] effect by (50)\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [ys v] to (y position)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Cloud Nine v] until done\nend\n\nwhen [timer v] > (timer)\nforever\n play sound [Vexento - Cloud Nine v] until done\nend\n\nwhen I receive [stopclicked v]\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nset y to (-30)\nforever\n go to [front v] layer\n if <(mouse y) < [-130]> then\n show\n repeat until <(y position) > [-16]>\n change y by (10)\n change [ghost v] effect by (-50)\n end\n else\n repeat until <(y position) < [-39]>\n change y by (-10)\n change [ghost v] effect by (50)\n end\n hide\n end\nend\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (59) y: (ys)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n go [forward v] (1) layers\n switch costume to (costume1 v)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <<(x position) > [-60]> and <(x position) < [60]>>> then\n go to [front v] layer\n set x to (mouse x)\n else\n if <not <(x position) > [-60]>> then\n go to [front v] layer\n set x to (-59)\n else\n if <not <(x position) < [60]>> then\n go to [front v] layer\n set x to (59)\n else\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [stopclicked v]\nset volume to (100) %\ngo to x: (59) y: (ys)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nforever\n switch costume to (costume1 v)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <<(x position) > [-60]> and <(x position) < [60]>>> then\n set x to (mouse x)\n else\n if <not <(x position) > [-60]>> then\n set x to (-59)\n else\n if <not <(x position) < [60]>> then\n set x to (59)\n end\n end\n end\nend\n\nwhen I receive [stopclicked v]\nforever\n set [ys v] to (y position)\nend\n\nwhen I receive [stopclicked v]\nforever\n set volume to ((x position) + (50)) %\nend\n\n@Loading\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n
Iɴsᴛʀᴜᴄᴛɪᴏɴs:\n\nᴘʀᴇss ᴘ ᴛᴏ ᴘᴀᴜsᴇ ᴀɴᴅ ᴛʜᴇɴ ᴘʀᴇss ᴘ ᴀɢᴀɪɴ ᴛᴏ ᴜɴᴘᴀᴜsᴇ\nAʀʀᴏᴡ Kᴇʏs WASD Oʀ Mᴏʙɪʟᴇ Cᴏɴᴛʀᴏʟs Tᴏ Mᴏᴠᴇ Tʜᴇ Pʟᴀʏᴇʀ\nDᴏɴ'ᴛ Tᴏᴜᴄʜ Sᴘɪᴋᴇs\nGᴇᴛ Tᴏ Tʜᴇ Fɪɴᴀʟ Cʜᴇᴄᴋᴘᴏɪɴᴛ Tᴏ Wɪɴ\nPʀᴇss T Tᴏ Cʜᴀᴛ\n\n\nNᴏᴛᴇs:\nFᴜʟʟSᴄʀᴇᴇɴ Rᴇᴄᴏᴍᴍᴇɴᴅᴇᴅ\nCᴀɴ Yᴏᴜ Bᴇᴀᴛ Mʏ Rᴇᴄᴏʀᴅ Oғ 25.514 Sᴇᴄᴏɴᴅs?\n1,400+ ʙʟᴏᴄᴋs\n2ɴᴅ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ sᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛғᴏʀᴍᴇʀ!\n\nCʀᴇᴅɪᴛs:\nGʀɪғғᴘᴀᴛᴄʜ Fᴏʀ Aᴍᴀᴢɪɴɢ Mᴜʟᴛɪᴘʟᴀʏᴇʀ Aɴᴅ Sᴄʀᴏʟʟɪɴɢ Pʟᴀᴛғᴏʀᴍᴇʀ Tᴜᴛᴏʀɪᴀʟs\nTɪᴍMᴄCᴏᴏʟ Fᴏʀ Cʜᴇᴄᴋᴘᴏɪɴᴛ Aʀᴛ\nSᴛʀᴀᴛғᴏʀᴅᴊᴀᴍᴇs Fᴏʀ Tʜᴇ Eɴᴅ Aʀᴛ\n\nMusic:\nVᴇxᴇɴᴛᴏ - Cʟᴏᴜᴅ Nɪɴᴇ\n\nAʟʟ Tʜᴇ Rᴇsᴛ Is Mᴀᴅᴇ Bʏ Mᴇ\n\nHᴀᴠᴇ Fᴜɴ!\n
99% Pen Platformer #Games
@Stage\n\nwhen I receive [intro finished v]\nforever\n play sound [Vexento - Masked Heroes v] until done\nend\n\n@Physics\n\ndefine Physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> 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) > [0]>>> then\n set [yv v] to [14]\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\nend\nchange y by (Yv)\nif <touching color (#186f1f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <touching color (#186f1f)?>> then\n set [yv v] to [14]\nend\nchange y by (1)\nif <touching color (#2367e0)?> then\n set [yv v] to [17]\nend\nif <touching color (#ffa100)?> then\n broadcast (Game Over My guys v) and wait\nend\n\ndefine Draw Line From: (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Ground\nif <(LEVEL) = [1]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-150]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-170] to [240] [-170]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-70] [-110] to [90] [-110]\nend\nif <(LEVEL) = [2]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-110]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-200] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-80] [-95] to [150] [-75]\n set pen color to (#186f1f)\n set pen size to (16)\n Draw Line From: [-2] [-5] to [45] [-1]\nend\nif <(LEVEL) = [3]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-110] to [240] [-110]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-140] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-100] [-69] to [180] [-69]\n set pen color to (#186f1f)\n set pen size to (16)\n Draw Line From: [-2] [-1] to [45] [-1]\n set pen color to (#186f1f)\n set pen size to (16)\n Draw Line From: [120] [15] to [150] [1]\nend\nif <(LEVEL) = [4]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-70] to [240] [-110]\n set pen color to (#543921)\n set pen size to (130)\n Draw Line From: [-240] [-130] to [240] [-170]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-100] [-40] to [180] [-64]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [70] [-33] to [100] [-35]\n set pen color to (#2468e0)\n set pen size to (8)\n Draw Line From: [-150] [-35] to [-120] [-37]\nend\nif <(LEVEL) = [5]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-150]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-170] to [240] [-170]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-70] [-110] to [20] [-110]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [75] [-110] to [175] [-110]\nend\nif <(LEVEL) = [6]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-110]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-200] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-80] [-95] to [200] [-70]\n set pen color to (#186f1f)\n set pen size to (16)\n Draw Line From: [80] [-3] to [100] [-1]\n set pen color to (#2468e0)\n set pen size to (8)\n Draw Line From: [-140] [-100] to [-90] [-97]\nend\nif <(LEVEL) = [7]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-110] to [240] [-110]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-140] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-100] [-69] to [180] [-69]\n set pen color to (#186f1f)\n set pen size to (16)\n Draw Line From: [130] [-1] to [150] [-1]\n set pen color to (#186f1f)\n set pen size to (16)\n Draw Line From: [50] [-1] to [50] [-1]\n set pen color to (#2468e0)\n set pen size to (8)\n Draw Line From: [-150] [-68] to [-120] [-68]\nend\nif <(LEVEL) = [8]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-70] to [240] [-110]\n set pen color to (#543921)\n set pen size to (130)\n Draw Line From: [-240] [-130] to [240] [-170]\n set pen color to (#ffa100)\n set pen size to (10)\n Draw Square at: [200] [-50] size [16]\nend\n\ndefine Draw Square at: (centerx) (centery) size (side length)\ngo to x: ((centerx) + ((side length) / (2))) y: ((centery) + ((side length) / (2)))\npen down\ngo to x: ((centerx) + ((side length) / (-2))) y: ((centery) + ((side length) / (2)))\ngo to x: ((centerx) + ((side length) / (-2))) y: ((centery) + ((side length) / (-2)))\ngo to x: ((centerx) + ((side length) / (2))) y: ((centery) + ((side length) / (-2)))\ngo to x: ((centerx) + ((side length) / (2))) y: ((centery) + ((side length) / (2)))\npen up\n\ndefine Draw Player\nset pen color to (#000000)\nset pen size to (3)\nDraw Square at: (Player X) (Player Y) size [16]\nDraw Square at: (Player X) (Player Y) size [14]\nDraw Square at: (Player X) (Player Y) size [10]\nDraw Square at: (Player X) (Player Y) size [5]\nDraw Square at: (Player X) (Player Y) size [2]\n\ndefine Reset Player\nset pen (transparency v) to (0)\nset [player x v] to [-185]\nset [player y v] to [50]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Special Collision\nif <touching color (#ff3030)?> then\n start sound [steve-old-hurt-sound_XKZxUk4 v]\n repeat (5)\n change pen (transparency v) by (20)\n end\n Reset Player\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n Reset Player\nend\n\nwhen I receive [intro finished v]\nshow\nset [level v] to [1]\ngo to x: (-185) y: (50)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw Ground\n go to x: (Player X) y: (Player Y)\n Physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Special Collision\n Draw Player\n go to x: (Player X) y: (Player Y)\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer2 v] to (timer)\nend\n\nwhen [timer v] > (timer2)\nshow\ngo to [front v] layer\n\n@Intro by @poliakoff \n\nwhen flag clicked\ngo to [front v] layer\nreset timer\nhide\nset volume to (100) %\nstart sound [TheFatRat+-+Time+Lapse.mp3 v]\nswitch costume to (tonyshark_ts v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (500) %\nset [intro: ghost v] to [100]\nset [ghost v] effect to (intro: ghost)\nshow\nwait (0.25) seconds\nrepeat (35)\n change size by (((100) - (size)) / (5))\n change [intro: ghost v] by (((0) - (intro: ghost)) / (5))\n set [ghost v] effect to (intro: ghost)\nend\nset size to (200) %\nrepeat (10)\n change size by (((250) - (size)) / (5))\nend\nrepeat (30)\n change size by (((150) - (size)) / (5))\nend\nset size to (150) %\nrepeat (10)\n change y by (-27)\n create clone of (_myself_ v)\n turn right (18) degrees\nend\nset y to ((0) - (y position))\nrepeat (10)\n change y by (-25)\n create clone of (_myself_ v)\n turn right (18) degrees\nend\nwait (0.25) seconds\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nswitch costume to (tonyshark_ts v)\nrepeat (20)\n change volume by (-5)\nend\nbroadcast (intro finished v)\n\nwhen I start as a clone\nif <(costume [name v]) = [tonyshark_ts]> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n hide\n set size to (10) %\n repeat (25)\n turn right (1) degrees\n switch costume to (black2 v)\n go to [front v] layer\n show\n change size by (300)\n switch costume to (black v)\n end\n broadcast (message1 v)\nend\n\nwhen I receive [intro finished v]\nif then\n delete this clone\nend\nhide\nset volume to (0) %\n\n@Intro BG\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [intro finished v]\nhide\n\nwhen I receive [game over my guys v]\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n
Use Arrow / WASD / Mobile to move\n\nLove, Fave, and maybe even follow?\nIt Can lag :l
ゴールを探せ! 100%pen platformer迷路!
@Stage\n\nwhen flag clicked\nbroadcast (戻る v)\nforever\n set [変数 v] to [0]\n broadcast (0.5秒 v)\n repeat until <([y position v] of [スプライト3 v]) = [0]>\n change [変数 v] by (1)\n change y by (変数)\n go to x: (0) y: (0)\n end\n broadcast (戻る v)\n if <[6] > (変数)> then\n switch backdrop to (背景3 v)\n end\n if <[6] < (変数)> then\n switch backdrop to (背景2 v)\n stop [all v]\n end\nend\n\nset [☁ 世界記録 v] to [20]\n\nreset timer\n\n@スプライト1\n\ndefine xy (x) (y)\ngo to x: (((-1) * (ステージx)) + (x)) y: (((-1) * (ステージy)) + (y))\n\nwhen flag clicked\nset [自機x v] to [0]\nset [自機y v] to [0]\nset [ステージx v] to [0]\nset [ステージy v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n 動く\nend\n\ndefine 接触判定\ndelete all of [接触 v]\nset [i v] to [0]\nrepeat ((length of [コース v]) / (5))\n if <<<(((item ((i) + (1)) of [コース v]) + ((-1) * (item ((i) + (3)) of [コース v]))) + (-5)) < (((ステージx) + (自機x)) + (20))> and <(((ステージx) + (自機x)) + (-20)) < (((item ((i) + (1)) of [コース v]) + (item ((i) + (3)) of [コース v])) + (5))>> and <<(((item ((i) + (2)) of [コース v]) + ((-1) * (item ((i) + (4)) of [コース v]))) + (-5)) < (((ステージy) + (自機y)) + (20))> and <(((ステージy) + (自機y)) + (-20)) < (((item ((i) + (2)) of [コース v]) + (item ((i) + (4)) of [コース v])) + (5))>>> then\n add (item ((i) + (5)) of [コース v]) to [接触 v]\n end\n change [i v] by (5)\nend\n\ndefine ステージ入れる用xy (x) (y) 横長さ (横) 縦の長さ (縦) 種類 (種類)\nadd (x) to [コース v]\nadd (y) to [コース v]\nadd (横) to [コース v]\nadd (縦) to [コース v]\nadd (種類) to [コース v]\n\ndefine 四角xy (x) (y) 横の長さ (横の長さ) 縦の長さ (縦の長さ) 種類 (種類)\nset pen size to (10)\nset pen color to (#ff0000)\nif <(種類) = [1]> then\n set pen (brightness v) to (0)\nend\nif <(種類) = [3]> then\n change pen (color v) by (70)\nend\nif <(種類) = [4]> then\n set pen color to (#ff6e00)\n xy ((x) + (-20)) ((y) + (-30))\n pen down\n xy ((x) + (-20)) ((y) + (30))\n xy ((x) + (20)) ((y) + (15))\n xy ((x) + (-20)) (y)\n pen up\nelse\n xy ((x) + ((-1) * (横の長さ))) ((y) + (縦の長さ))\n pen down\n xy ((x) + (横の長さ)) ((y) + (縦の長さ))\n xy ((x) + (横の長さ)) ((y) + ((-1) * (縦の長さ)))\n xy ((x) + ((-1) * (横の長さ))) ((y) + ((-1) * (縦の長さ)))\n xy ((x) + ((-1) * (横の長さ))) ((y) + (縦の長さ))\n pen up\nend\n\ndefine 全体描画\nerase all\nset [ii v] to [0]\nrepeat ((length of [コース v]) / (5))\n 四角xy (item ((ii) + (1)) of [コース v]) (item ((ii) + (2)) of [コース v]) 横の長さ (item ((ii) + (3)) of [コース v]) 縦の長さ (item ((ii) + (4)) of [コース v]) 種類 (item ((ii) + (5)) of [コース v])\n change [ii v] by (5)\nend\n四角xy ((自機x) + (ステージx)) ((自機y) + (ステージy)) 横の長さ [15] 縦の長さ [15] 種類 [1]\n\nwhen flag clicked\nforever\n 全体描画\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ 世界記録 v]\nreset timer\nforever\n 接触判定\nend\n\ndefine 動く\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<<<(x position) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.88))\nchange [自機x v] by (Xv)\nif <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n 接触判定\n if <[接触 v] contains [1]?> then\n change [自機x v] by ((-1) * (Xv))\n change [自機y v] by (-5)\n if <[0] < (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n set [yv v] to [15]\n end\n end\n end\n end\n end\n end\nend\nchange [自機y v] by (4)\nif <<<<[0] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <(jump) < [1]>> then\n set [yv v] to [15]\n change [jump v] by (1)\nend\nif <[接触 v] contains [3]?> then\n set [yv v] to [22]\nend\nchange [自機y v] by (-5)\nif <<[接触 v] contains [2]?> or <(ステージy) < [-2000]>> then\n set [自機x v] to [0]\n set [自機y v] to [0]\n set [ステージx v] to [0]\n set [ステージy v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\nend\nchange [自機y v] by (Yv)\nchange [yv v] by (-1)\n接触判定\nif <[接触 v] contains [1]?> then\n change [自機y v] by ((-1) * (Yv))\n set [yv v] to [0]\n set [jump v] to [0]\nelse\n set [jump v] to [1]\nend\n\nwhen flag clicked\nforever\n change [ステージx v] by (round (((自機x) + (Xv)) / (9)))\n change [自機x v] by (round ((-1) * (((自機x) + (Xv)) / (9))))\n change [ステージy v] by (round (((自機y) + (Yv)) / (9)))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (9))))\nend\n\ndelete all of [コース v]\nステージ入れる用xy [0] [-115] 横長さ [50] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [320] [-115] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [445] [-90] 横長さ [15] 縦の長さ [40] 種類 [2]\nステージ入れる用xy [570] [-115] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [710] [-115] 横長さ [30] 縦の長さ [15] 種類 [3]\nステージ入れる用xy [765] [-30] 横長さ [15] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [765] [-30] 横長さ [15] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [765] [-30] 横長さ [15] 縦の長さ [100] 種類 [1]\nステージ入れる用xy [1000] [180] 横長さ [100] 縦の長さ [50] 種類 [1]\nステージ入れる用xy [170] [-320] 横長さ [220] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [540] [-500] 横長さ [40] 縦の長さ [15] 種類 [3]\nステージ入れる用xy [900] [-320] 横長さ [220] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [140] [-200] 横長さ [10] 縦の長さ [10] 種類 [1]\nステージ入れる用xy [1145] [-205] 横長さ [15] 縦の長さ [130] 種類 [1]\nステージ入れる用xy [1230] [-90] 横長さ [60] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [-75] [-450] 横長さ [15] 縦の長さ [145] 種類 [1]\nステージ入れる用xy [-30] [-1000] 横長さ [60] 縦の長さ [300] 種類 [1]\nステージ入れる用xy [-195] [-715] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-195] [-815] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-195] [-915] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-195] [-1015] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-195] [-1115] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-195] [-240] 横長さ [15] 縦の長さ [450] 種類 [1]\nステージ入れる用xy [-120] [195] 横長さ [50] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [-45] [160] 横長さ [15] 縦の長さ [50] 種類 [1]\nステージ入れる用xy [10] [125] 横長さ [30] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [65] [125] 横長さ [15] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [1210] [180] 横長さ [100] 縦の長さ [50] 種類 [3]\nステージ入れる用xy [1400] [400] 横長さ [200] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1400] [500] 横長さ [200] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [700] [500] 横長さ [300] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [100] [-1285] 横長さ [60] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-125] [-200] 横長さ [50] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [150] [-1400] 横長さ [150] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-150] [-1285] 横長さ [50] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [-185] [-1330] 横長さ [15] 縦の長さ [20] 種類 [2]\nステージ入れる用xy [170] [-1480] 横長さ [170] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [190] [-1560] 横長さ [190] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [15] [-1440] 横長さ [15] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [15] [-1520] 横長さ [15] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [-40] [-1610] 横長さ [30] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-105] [-1570] 横長さ [30] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-170] [-1530] 横長さ [30] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-235] [-1490] 横長さ [30] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-450] [-1200] 横長さ [15] 縦の長さ [500] 種類 [1]\nステージ入れる用xy [-515] [-800] 横長さ [40] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-515] [-1000] 横長さ [40] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-515] [-950] 横長さ [10] 縦の長さ [15] 種類 [4]\nステージ入れる用xy [-450] [-550] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [-450] [-350] 横長さ [15] 縦の長さ [180] 種類 [1]\nステージ入れる用xy [-650] [-350] 横長さ [15] 縦の長さ [180] 種類 [1]\nステージ入れる用xy [450] [-500] 横長さ [40] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [630] [-500] 横長さ [40] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [1340] [-90] 横長さ [40] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1585] [-5] 横長さ [15] 縦の長さ [380] 種類 [1]\nステージ入れる用xy [1520] [-370] 横長さ [40] 縦の長さ [15] 種類 [3]\nステージ入れる用xy [1390] [-370] 横長さ [80] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1390] [-325] 横長さ [15] 縦の長さ [20] 種類 [2]\nステージ入れる用xy [1250] [-500] 横長さ [80] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1350] [-700] 横長さ [20] 縦の長さ [15] 種類 [2]\nステージ入れる用xy [1450] [-700] 横長さ [70] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1200] [-700] 横長さ [120] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1050] [-700] 横長さ [20] 縦の長さ [15] 種類 [3]\nステージ入れる用xy [800] [-500] 横長さ [120] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [900] [-800] 横長さ [70] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [800] [-1000] 横長さ [70] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [550] [-1535] 横長さ [70] 縦の長さ [40] 種類 [1]\nステージ入れる用xy [800] [-1535] 横長さ [70] 縦の長さ [40] 種類 [3]\nステージ入れる用xy [1000] [-1400] 横長さ [70] 縦の長さ [40] 種類 [3]\nステージ入れる用xy [1100] [-1200] 横長さ [70] 縦の長さ [40] 種類 [3]\nステージ入れる用xy [1350] [-1200] 横長さ [70] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [1450] [-1265] 横長さ [50] 縦の長さ [40] 種類 [1]\nステージ入れる用xy [1400] [-1370] 横長さ [150] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [300] [400] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [200] [300] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [200] [-600] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [350] [-450] 横長さ [15] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [400] [-700] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [550] [-800] 横長さ [100] 縦の長さ [15] 種類 [1]\nステージ入れる用xy [750] [-880] 横長さ [15] 縦の長さ [15] 種類 [1]\n\ndelete all of [コース v]\n\nwhen flag clicked\nwait until <<<(ステージx) < [-500]> and <[-560] < (ステージx)>> and <<(ステージy) < [-880]> and <[-960] < (ステージy)>>>\nstop [other scripts in sprite v]\nhide\nerase all\nswitch backdrop to (背景1 v)\nset [time v] to (timer)\nshow variable [time v]\nshow variable [☁ 世界記録 v]\nif <(time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (time)\nend\nstop [all v]\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen I receive [0.5秒 v]\nglide (0.1) secs to x: (0) y: (0)\n\nwhen I receive [戻る v]\ngo to x: (36) y: (28)\n\n
English explanation is below\n\nWASDキーか矢印キー\n\nゴールはどこにあるかわかりません!一度見つけたら、世界一を狙ってみてください!\n\nhttps://scratch.mit.edu/studios/26677951/projects/\n☝よければ見てください\nWASD key or arrow key\n\nI don't know where the goal is! Once you find it, please aim for the best in the world!\n\nhttps://scratch.mit.edu/studios/26677951/projects/\n☝ Please see if you like
Pixel Dash 1 Platformer
@Stage\n\nwhen I receive [level passed v]\nif <(levels) = [5]> then\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (sky v) and wait\nforever\n play sound [Alan Walker - Nebula \(New Song 2019\) v] until done\nend\n\n@player\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [start game v]\ngo to x: (-212) y: (-75)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [levels v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (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?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n 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 if <touching (line v)?> then\n go to x: (-212) y: (-75)\n broadcast (level passed v)\n change [levels v] by (1)\n end\n if <touching (spike v)?> then\n fade away\n end\n if <touching (lava v)?> then\n fade away\n end\n if <touching (robots v)?> then\n fade away\n end\n if <touching (lasers v)?> then\n fade away\n end\nend\n\ndefine fade away\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (-212) y: (-75)\nrepeat (1)\n change [ghost v] effect by (-100)\nend\n\nwhen flag clicked\nswitch costume to (pixel man v)\n\n@Levels\n\nwhen I receive [level passed v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\n\n@line\n\n@Boss\n\nwhen I receive [level passed v]\nif <(levels) = [10]> then\n go to x: (-80) y: (59)\n show\n broadcast (boss reached v)\nend\n\nwhen I receive [boss reached v]\nwait (1) seconds\nsay [I am the king of this land!] for (6) seconds\nsay [How dare you disturb me!] for (4) seconds\nsay [Now you will feel the tolerance of your acts!] for (6) seconds\nsay [Robots Attack! ] for (4) seconds\nhide\nwait (1) seconds\nbroadcast (robots v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next attack v]\ngo to x: (-88) y: (209)\nshow\nwait (1) seconds\nsay [Wow!] for (2) seconds\nsay [Your stronger than I thought!] for (4) seconds\nsay [But you're no match for my powers.] for (6) seconds\nbroadcast (lasers! v)\n\nwhen I receive [lasers! v]\nwait (1) seconds\n\nwhen I receive [boss dead v]\nwait (1) seconds\nhide\nwait (1) seconds\ngo to x: (-78) y: (61)\nshow\nwait (1) seconds\nsay [Nooo!] for (2) seconds\nsay [You have defeated me! ] for (6) seconds\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nbroadcast (end v)\n\n@spike\n\nwhen I receive [level passed v]\nnext costume\n\nwhen flag clicked\nswitch costume to (spike 1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo [forward v] (5) layers\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (start game v)\n\n@Robots\n\nwhen I receive [robots v]\nhide\nrepeat (10)\n create clone of (_myself_ v)\n wait (2) seconds\nend\nbroadcast (Next Attack v)\n\nwhen flag clicked\nhide\n\ndefine robot move\nmove (move speed) steps\n\nwhen I start as a clone\ngo to x: (201) y: (-74)\nshow\nwait (1) seconds\nset [move speed v] to [-10]\nforever\n robot move\nend\n\nwhen I start as a clone\nwait until <not <touching (_edge_ v)?>>\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\n@lava\n\nwhen I receive [level passed v]\nnext costume\n\nwhen flag clicked\nswitch costume to (lava1 v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nshow\ngo [forward v] (10) layers\n\n@lasers\n\nwhen I receive [lasers! v]\nswitch costume to (costume2 v)\nshow\nwait (2) seconds\nhide\nwait (2) seconds\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nhide\nwait (2) seconds\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nhide\nwait (2) seconds\nswitch costume to (costume2 v)\nshow\nwait (2) seconds\nhide\nwait (2) seconds\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nhide\nwait (2) seconds\nswitch costume to (costume2 v)\nshow\nwait (2) seconds\nhide\nbroadcast (boss dead v)\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [end v]\nwait (1) seconds\nshow\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nsay [Hello!] for (2) seconds\nwait (1) seconds\nbroadcast (ending v)\n\nwhen flag clicked\nhide\nswitch costume to (start v)\ngo to x: (56) y: (-66)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo [forward v] (2) layers\nswitch costume to (costume1 v)\n\nwhen I receive [ending v]\nwait (1) seconds\nshow\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (4) seconds\nswitch costume to (costume3 v)\nwait (4) seconds\nswitch costume to (costume4 v)\nwait (4) seconds\nswitch costume to (costume5 v)\n\n@Text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [level passed v]\nnext costume\n\n
Arrow or WASD keys to move!!! Be shore to first watch the trailer before playing so you know the story by going to my studio, link bellow!!! NEW GOAL\n50 hearts and likes for the actual platformer part 2, so please like and star, I means alot!\nIt is out Pixel Dash Part Two! https://scratch.mit.edu/projects/454571762/!!!!
My Journey || A Platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (sky v)\nforever\n if <(Level) = [7]> then\n switch backdrop to (castle v)\n end\n if <(Level) = [8]> then\n switch backdrop to (sky v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\nswitch costume to (player1 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\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 flag clicked\nforever\n if <(x position) > [236]> then\n Reset Level\n change [level v] by (1)\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I start as a clone\nswitch costume to (player2 v)\nshow\nif <(Level) > [8]> then\n hide\nend\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(Level) < [8]> then\n switch costume to (blob1 v)\n if <key (right arrow v) pressed?> then\n switch costume to (blob1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (blob2 v)\n end\n end\n if <(Level) = [8]> then\n switch costume to (player1 v)\n forever\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (player3 v)\n end\n if <(Level) = [10]> then\n set size to (340) %\n switch costume to (player4 v)\n end\n if <(Level) = [11]> then\n set size to (100) %\n switch costume to (player v)\n end\nend\n\nstop [this script v]\n\n@Ground\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\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 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\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)\nreset timer\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
This my journey. Sorry if it is too short. I may make another one if you want to carry on.\n\nArrow keys to move.
影/Silhouette -platformer-
@Stage\n\nwhen flag clicked\nswitch backdrop to (o v)\n\nwhen I receive [スタート v]\nnext backdrop\n\nwhen I receive [skip v]\nnext backdrop\n\nwhen I receive [しゅーりょー v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [スタート v]\nbroadcast (oh... v)\n\nwhen I receive [oh... v]\nwait (1) seconds\nplay sound [帰り道 v] until done\nbroadcast (oh... v)\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n reset timer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen [timer v] > (0)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\n\nwhen flag clicked\nchange [☁ 旗pushした方 v] by (1)\n\n@主人公\n\nwhen I start as a clone\nset [ghost v] effect to (7)\nrepeat (11)\n change size by (-3.5)\n change [ghost v] effect by (11)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [222]> then\n next backdrop\n broadcast (つぎ! v)\n go to x: (-200) y: (0)\n change [ステージ v] by (1)\n end\nend\n\nwhen I receive [スタート v]\nshow\npoint in direction (90)\nset size to (33) %\ngo to [front v] layer\nset [ステージ v] to [1]\nset [ghost v] effect to (0)\ngo to x: (-200) y: (0)\nset [速度 v] to [0]\nset [重力 v] to [0]\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 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 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 [-5]\n else\n set [速度 v] to [5]\n end\n set [重力 v] to [12]\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 [12]\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 (#540000)?> then\n repeat (10)\n wait (0.000000000000000000001) seconds\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-200) y: (-50)\n repeat (10)\n wait (0.000000000000000000001) seconds\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [stage v]\nforever\n wait (0.00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [skip v]\ngo to x: (-200) y: (0)\n\n@START\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\nwhen I receive [しゅーりょー v]\nhide\n\nwhen flag clicked\nshow\nset [whirl v] effect to (0)\ngo to x: (100) y: (-111)\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\n@ステージ番号\n\nwhen flag clicked\nhide\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\nwhen backdrop switches to [stage v]\nshow\ngo to [front v] layer\nswitch costume to (stage 1 v)\ngo to x: (-187) y: (-160)\n\n@skipボタン\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen backdrop switches to [stage v]\nshow\ngo to x: (200) y: (-155)\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\nwhen this sprite clicked\nbroadcast (skip v)\n\nwhen backdrop switches to [くりあ v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\nwait (1) seconds\nbroadcast (しゅーりょー v)\n\nwhen I receive [しゅーりょー v]\nhide\n\nshow\nswitch costume to (コスチューム1 v)\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\n\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [しゅーりょー v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\n\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [しゅーりょー v]\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [4 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\n\nwhen I receive [しゅーりょー v]\nhide\n\nshow\nswitch costume to (コスチューム1 v)\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\n\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [しゅーりょー v]\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [6 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\n\nwhen I receive [しゅーりょー v]\nhide\n\nshow\nswitch costume to (コスチューム1 v)\n\n@スプライト8\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [8 v]\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change size by (-20)\nend\n\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [しゅーりょー v]\nhide\n\n
日 本 語 は 下 だ と 思 う\n\n=~=~English~=~=~=~=~=~=~=~=~=~=~=~=\n\nDifficulty level★★★☆☆\n\n  * How to use *\n-PC==> Operate with arrow keys\n-Smartphone ==> Operate with mouse\n\n=~=~日本語~=~=~=~=~=~=~=~=~=~=~=~=\n\n難易度 ★★★☆☆\n\n  *使い方*\n-PC==>矢印キーで操作\n-スマホ==>タップで操作
❈ Fox Country || A Platformer ❈
@Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (1 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 (-10)\n change [ghost v] effect by (16)\nend\ndelete this clone\n\nwhen I receive [play !!! v]\nstop all sounds\nforever\n play sound [OMFG - Hello \(192 kbps\) 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 switch costume to (2 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (3 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 Game Over\n end\n if <touching (spikes v)?> then\n Game Over\n end\n if <touching (dangers v)?> then\n Game Over\n end\n if <touching (sprouïck v)?> then\n Game Over\n end\n if <touching (bounces v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen I receive [change v]\nclear graphic effects\n\nwhen I receive [change2 v]\nset [color v] effect to (192.5)\n\nwhen I receive [end v]\nswitch costume to (1 v)\nwait (1) seconds\nstop all sounds\nstop [other scripts in sprite v]\nswitch backdrop to (end v)\nshow variable [end name 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\nwhen [up arrow v] key pressed\nif <not <key (right arrow v) pressed?>> then\n if <not <key (left arrow v) pressed?>> then\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (up arrow v) pressed?>> then\n if <not <key (right arrow v) pressed?>> then\n if <not <key (left arrow v) pressed?>> then\n wait (2) seconds\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen I receive [change3 v]\nset [color v] effect to (20)\n\nwhen I receive [change4 v]\nset [color v] effect to (12.5)\n\ndefine Game Over\nswitch costume to (5 v)\nset [xv v] to [0]\nset [yv v] to [0]\nstart sound [Oops v]\nbroadcast (OOPS v)\nrepeat (20)\n switch costume to (5 v)\n change y by (2)\n change [brightness v] effect by (5)\n change size by (-0.2)\nend\nset size to (15) %\nset [brightness v] effect to (0)\ngo to x: (-200) y: (0)\nswitch costume to (1 v)\nset size to (75) %\n\nwhen I receive [skip 3 v]\nwait (0.00000000000001) seconds\ngo to x: (-200) y: (100)\n\nwhen flag clicked\nhide variable [end name v]\nset [end name v] to (join [Thanks, ] (username))\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 (21 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\nwhen I receive [new v]\nwait until <(costume [name v]) = [16]>\nbroadcast (skip 3 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@SuperCookii\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\npoint in direction (90)\nswitch costume to (1 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 size to (90) %\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n turn right (1) degrees\n change size by (2.5)\nend\nrepeat (10)\n turn left (1) degrees\nend\nwait (0.1) seconds\nrepeat (10)\n turn left (1) degrees\n change size by (-2.5)\nend\nglide (0.1) secs to x: (0) y: (70)\nrepeat (10)\n turn right (1) degrees\n change size by (-2)\nend\ngo to x: (0) y: (0)\nbroadcast (message1 v)\nset size to (100) %\nswitch costume to (2 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]\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\nset rotation style [all around v]\nforever\n\nset size to (100) %\n\nchange [color v] effect by (-1.5)\n\n@SuperCookiiTitle\n\nwhen I receive [message1 v]\nclear graphic effects\nset size to (200) %\nset [color v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (-2)\n change [color v] effect by (-4)\nend\nset size to (100) %\nwait (2) seconds\nhide\n\nchange [pixelate v] effect by (-4)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro3 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nset [pixelate v] effect to (100)\n\n@Transitions\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (4 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 (4 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\nwhen I receive [intro3 v]\nswitch costume to (1 v)\nshow\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nhide\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\nturn right (pick random (45) to (138)) degrees\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (15) to (20))\nset size to (pick random (40) to (70)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (1) to (3)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@change\n\nwhen flag clicked\ngo to x: (0) y: (-79)\nswitch costume to (2 v)\nset size to (150) %\npoint in direction (90)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (change v)\n next costume\nelse\n if <(costume [number v]) = [2]> then\n broadcast (change2 v)\n next costume\n else\n if <(costume [number v]) = [3]> then\n broadcast (change3 v)\n next costume\n else\n broadcast (change4 v)\n switch costume to (1 v)\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [intro3 v]\nshow\n\nwhen I receive [play !!! v]\nhide\n\n@play\n\nwhen flag clicked\nset size to (140) %\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@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@decoration\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\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\nforever\n go to [back v] layer\nend\n\n@dangers\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\nwhen flag clicked\nset size to (100) %\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n turn right (3) degrees\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(costume [number v]) = [4]>\ngo to x: (0) y: (-65)\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(costume [number v]) = [5]>\ngo to x: (-75) y: (-65)\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(costume [number v]) = [7]>\ngo to x: (-100) y: (-65)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n go to x: (100) y: (-65)\n wait until <(costume [number v]) = [8]>\n delete this clone\nend\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(costume [number v]) = [10]>\ngo to x: (-170) y: (180)\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(costume [number v]) = [19]>\ngo to x: (0) y: (-100)\n\nwhen flag clicked\ngo to [back v] layer\nset size to (80) %\nwait until <(costume [number v]) = [20]>\ngo to x: (80) y: (-155)\n\n@Bounces\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@mess\n\nwhen flag clicked\nhide\n\nwhen I receive [new v]\nswitch costume to (l2 v)\nclear graphic effects\nshow\nwait (0.5) seconds\nrepeat (60)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [oops v]\nswitch costume to (l3 v)\nclear graphic effects\nshow\nwait (0.5) seconds\nrepeat (60)\n change [ghost v] effect by (2)\nend\nhide\n\n@Sprouïck\n\nwhen I receive [play !!! v]\nshow\npoint in direction (90)\nrepeat until <(costume [number v]) = [15]>\n glide (0.2) secs to x: (0) y: (0)\n wait (1.5) seconds\n glide (0.2) secs to x: (0) y: (-106)\n wait (0.5) seconds\nend\n\nwhen I receive [play !!! v]\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\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]\nwait until <(costume [number v]) = [15]>\nrepeat until <(costume [number v]) = [16]>\n glide (0.3) secs to x: (0) y: (30)\n wait (1.5) seconds\n glide (0.3) secs to x: (0) y: (-106)\n wait (0.5) seconds\nend\n\nwhen I receive [play !!! v]\nwait until <(costume [number v]) = [16]>\nrepeat until <(costume [number v]) = [17]>\n glide (0.3) secs to x: (165) y: (35)\n wait (1.5) seconds\n glide (0.3) secs to x: (31) y: (35)\n wait (0.5) seconds\nend\n\nwhen I receive [play !!! v]\nwait until <(costume [number v]) = [17]>\nrepeat until <(costume [number v]) = [18]>\n glide (0.2) secs to x: (30) y: (35)\n wait (1.5) seconds\n glide (0.3) secs to x: (30) y: (-87)\n wait (0.5) seconds\nend\n\nwhen I receive [play !!! v]\nwait until <(costume [number v]) = [19]>\nrepeat until <(costume [number v]) = [20]>\n glide (0.3) secs to x: (30) y: (-87)\n wait (1.5) seconds\n glide (0.3) secs to x: (30) y: (-230)\n wait (0.5) seconds\nend\n\n@Miniature\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
❈ Fox Country || 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 ;) !
Compass || A Platformer - Mobile friendly #games #all
@Stage\n\nwhen flag clicked\n\nswitch backdrop to (backdrop1 v)\n\nwait (3) seconds\n\nswitch backdrop to (backdropx v)\nwait (1.5) seconds\n\n@Sprite4\n\n@Particle effect2\n\nwhen flag clicked\nset [is clone? v] to [no]\nhide\n\nwhen I start as a clone\nshow\nset [is clone? v] to [yes]\nset [velocity x v] to ((pick random (-5) to (5)) / (3))\nset [velocity y v] to (pick random (1) to (10))\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (velocity x)\n change y by (velocity y)\n change [velocity y v] by (-1)\nend\ndelete this clone\n\ndefine Create effect at (x) (y)\ngo to x: (x) y: (y)\nset [creation_delay v] to [-0.002]\nif <(is clone?) = [no]> then\n repeat (3)\n change [creation_delay v] by (0.005)\n wait ((creation_delay) * (creation_delay)) seconds\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\nend\n\nwhen flag clicked\nforever\n if <[new] = (item (4) of [\(sparks\) preferences v])> then\n replace item (1) of [\(sparks\) preferences v] with []\n set [color v] effect to (item (3) of [\(sparks\) preferences v])\n Create effect at (item (1) of [\(sparks\) preferences v]) (item (2) of [\(sparks\) preferences v])\n end\nend\n\ndefine Spawn Spark Effect at x: (x) y: (y) color: (color)\nreplace item (1) of [\(sparks\) preferences v] with (x)\nreplace item (2) of [\(sparks\) preferences v] with (y)\nreplace item (3) of [\(sparks\) preferences v] with (color)\nreplace item (4) of [\(sparks\) preferences v] with [new]\n\nwhen flag clicked\nforever\n repeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\nend\n\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop v]\nswitch costume to (costume1 v)\nforever\n forever\n show\n end\nend\n\nwhen flag clicked\nforever\n Spawn Spark Effect at x: (mouse x) y: (mouse y) color: (pick random (1) to (200))\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n hide\n forever\n hide\n end\nend\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nforever\n forever\n show\n forever\n show\n end\n end\nend\n\n@Compass\n\nwhen flag clicked\ngo to x: (-232) y: (-56)\nset [gravity v] to [0.00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001]\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-30]>>> then\n point in direction (-90)\n set [x velocity v] to [-5]\n change x by (speed)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [30]>>> then\n point in direction (90)\n set [x velocity v] to [5]\n change x by (speed)\n else\n set [x velocity v] to [0]\n end\n end\n if <not <touching (ground v)?>> then\n change y by (gravity)\n end\n change x by (x velocity)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>> then\n set [velocity v] to [5]\n change y by (velocity)\n repeat until <touching (ground v)?>\n change [velocity v] by (-0.2)\n change y by (velocity)\n end\n set [velocity v] to [0]\n end\n end\nend\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (roller v)?>> then\n repeat (20)\n change [ghost v] effect by (30)\n end\n point in direction (90)\n clear graphic effects\n go to x: (-192) y: (-57)\n switch costume to (costume1 v)\n end\n if <touching (portal v)?> then\n go to x: (-192) y: (-57)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\n\nswitch backdrop to (backdrop v)\n\nwhen backdrop switches to [backdrop v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-192) y: (-57)\n\nwhen backdrop switches to [backdrop v]\nshow\n\nwhen flag clicked\nforever\n if <<touching (walls v)?> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>>>> then\n change y by (10)\n repeat until <touching (walls v)?>\n if <not <touching (ground v)?>> then\n change y by (gravity)\n end\n change x by (x velocity)\n end\nend\n\nwhen backdrop switches to [backdrop v]\nforever\n forever\n show\n end\nend\n\nswitch costume to (costume5 v)\nwait (0.2) seconds\nswitch costume to (costume6 v)\n\nswitch costume to (costume7 v)\nswitch costume to (costume8 v)\n\nwait (0.2) seconds\nswitch costume to (costume4 v)\n\nforever\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\nwhen flag clicked\nforever\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nforever\n\nwhen flag clicked\nforever\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start project v]\nforever\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [yay!!! v]\nforever\n if <key (2 v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (1 v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (j v) pressed?> then\n set [velocity v] to [5]\n change y by (velocity)\n repeat until <touching (ground v)?>\n change [velocity v] by (-0.1)\n change y by (velocity)\n end\n set [velocity v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>> then\n set [velocity v] to [5]\n change y by (velocity)\n repeat until <touching (ground v)?>\n change [velocity v] by (-0.2)\n change y by (velocity)\n end\n set [velocity v] to [0]\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n switch costume to (costume2 v)\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n switch costume to (costume3 v)\nend\n\nwhen backdrop switches to [backdrop4 v]\nforever\n switch costume to (costume4 v)\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n switch costume to (costume5 v)\nend\n\nwhen backdrop switches to [backdrop6 v]\nforever\n switch costume to (costume6 v)\nend\n\nwhen backdrop switches to [backdrop7 v]\nforever\n switch costume to (costume7 v)\nend\n\nwhen backdrop switches to [backdrop8 v]\nforever\n switch costume to (costume8 v)\nend\n\nwhen backdrop switches to [backdrop9 v]\nforever\n switch costume to (costume9 v)\nend\n\nwhen backdrop switches to [backdrop10 v]\nforever\n switch costume to (costume10 v)\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n switch costume to (costume11 v)\nend\n\nwhen backdrop switches to [backdrop v]\nforever\n switch costume to (costume12 v)\nend\n\nwhen backdrop switches to [backdrop12 v]\nforever\n switch costume to (costume13 v)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\n@portal\n\nwhen backdrop switches to [backdrop12 v]\n\nwhen flag clicked\nshow\nforever\n repeat (10)\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume5 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume8 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume6 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume7 v)\n wait (0.5) seconds\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen backdrop switches to [backdrop21 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop21 v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\n@Walls\n\nwhen flag clicked\nforever\n if <<touching (walls v)?> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>>>> then\n change y by (10)\n repeat until <touching (walls v)?>\n if <not <touching (ground v)?>> then\n change y by (gravity)\n end\n change x by (x velocity)\n end\nend\n\nwhen backdrop switches to [backdrop v]\nforever\n forever\n show\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\ndefine decode ()\ndecode (join (join (join (join (join (join (join (join (join (join (join (join (join (☁ Player_1 check) (☁ Player_1 coords)) (☁ Player_2 check)) (☁ player_2 coords)) (☁ Player_3 check)) (☁ Player_3 coords)) (☁ Player_4 check)) (☁ Player_4 coords)) (☁ Player_5 check)) (☁ Player_5 coords)) (☁ Player_6 check)) (☁ Player_6 coords)) (Local Player_1 check)) (join (join (join (join (join (join (join (join (join (join (join (join (join (Local Player_2 check) (Local player_3 check)) (Local player_4 check)) (local player_5 check)) (local player_6 check)) (creation_delay)) (☁ Cloud check)) (☁ Cloud check)) (☁ Cloud check)) (☁ Cloud check)) (☁ Cloud check)) (☁ Cloud check)) (☁ Cloud check)) (#backdrops)))\nchange tempo by ()\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nforever\n show\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n switch costume to (costume2 v)\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n switch costume to (costume3 v)\nend\n\nwhen backdrop switches to [backdrop4 v]\nforever\n switch costume to (costume4 v)\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n switch costume to (costume5 v)\nend\n\nwhen backdrop switches to [backdrop6 v]\nforever\n switch costume to (costume6 v)\nend\n\nwhen backdrop switches to [backdrop7 v]\nforever\n switch costume to (costume7 v)\nend\n\nwhen backdrop switches to [backdrop8 v]\nforever\n switch costume to (costume8 v)\nend\n\nwhen backdrop switches to [backdrop9 v]\nforever\n switch costume to (costume9 v)\nend\n\nwhen backdrop switches to [backdrop10 v]\nforever\n switch costume to (costume10 v)\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n switch costume to (costume11 v)\nend\n\nwhen backdrop switches to [backdrop v]\nforever\n switch costume to (costume12 v)\nend\n\nwhen backdrop switches to [backdrop12 v]\nforever\n switch costume to (costume13 v)\nend\n\nwhen backdrop switches to [backdrop13 v]\nforever\n switch costume to (costume14 v)\nend\n\nwhen backdrop switches to [backdrop14 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop17 v]\nforever\n show\n switch costume to (costume15 v)\nend\n\nwhen backdrop switches to [backdrop18 v]\nforever\n show\n switch costume to (costume16 v)\nend\n\nwhen backdrop switches to [backdrop19 v]\nforever\n show\n switch costume to (costume17 v)\nend\n\nwhen backdrop switches to [backdrop20 v]\nforever\n show\n switch costume to (costume18 v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Love heart like follow fav star heart\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\nend\n\nwhen I receive [start project v]\nhide\nforever\n go [forward v] (10000000000000000) layers\n wait (pick random (10) to (25)) seconds\n show\n go to x: (133) y: (136)\n go to [front v] layer\n wait (6) seconds\n hide\nend\n\nwhen I receive [start project v]\nforever\n go to [front v] layer\nend\n\n@tree\n\nwhen flag clicked\nforever\n repeat (10)\n switch costume to (costume1 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 (costume6 v)\n wait (0.2) seconds\n switch costume to (costume7 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 (costume8 v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\nwhen I receive [delete trees v]\nforever\n hide\nend\n\nwhen I receive [trees on v]\nforever\n show\nend\n\nstop [this script v]\n\nwhen I receive [trees on v]\nforever\n show\nend\n\n@tree2\n\nwhen flag clicked\nforever\n repeat (10)\n switch costume to (costume1 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 (costume6 v)\n wait (0.2) seconds\n switch costume to (costume7 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 (costume8 v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\nwhen I receive [delete trees v]\nforever\n hide\nend\n\nwhen I receive [trees on v]\nforever\n show\nend\n\n@tree3\n\nwhen flag clicked\ngo to [back v] layer\nforever\n repeat (10)\n switch costume to (costume1 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 (costume6 v)\n wait (0.2) seconds\n switch costume to (costume7 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 (costume8 v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\nwhen I receive [delete trees v]\nforever\n hide\nend\n\nwhen I receive [trees on v]\nforever\n show\nend\n\n@roller\n\nwhen flag clicked\nforever\n repeat (20)\n point in direction (90)\n wait (0.1) seconds\n point in direction (100)\n wait (0.1) seconds\n point in direction (110)\n wait (0.1) seconds\n point in direction (120)\n wait (0.1) seconds\n point in direction (130)\n wait (0.1) seconds\n point in direction (140)\n wait (0.1) seconds\n point in direction (150)\n wait (0.1) seconds\n point in direction (160)\n wait (0.1) seconds\n point in direction (170)\n wait (0.1) seconds\n point in direction (180)\n wait (0.1) seconds\n point in direction (180)\n wait (0.1) seconds\n point in direction (170)\n wait (0.1) seconds\n point in direction (160)\n wait (0.1) seconds\n point in direction (150)\n wait (0.1) seconds\n point in direction (140)\n wait (0.1) seconds\n point in direction (130)\n wait (0.1) seconds\n point in direction (120)\n wait (0.1) seconds\n point in direction (110)\n wait (0.1) seconds\n point in direction (100)\n wait (0.1) seconds\n end\nend\n\npoint in direction (-170)\nwait (0.1) seconds\n\npoint in direction (-160)\nwait (0.1) seconds\npoint in direction (-150)\n\nwait (0.1) seconds\npoint in direction (-140)\nwait (0.1) seconds\npoint in direction (-130)\nwait (0.1) seconds\npoint in direction (-120)\nwait (0.1) seconds\npoint in direction (-110)\nwait (0.1) seconds\npoint in direction (-100)\nwait (0.1) seconds\n\npoint in direction (-90)\nwait (0.1) seconds\npoint in direction (-80)\nwait (0.1) seconds\npoint in direction (-70)\nwait (0.1) seconds\npoint in direction (-60)\nwait (0.1) seconds\npoint in direction (-50)\nwait (0.1) seconds\npoint in direction (-40)\nwait (0.1) seconds\npoint in direction (-30)\nwait (0.1) seconds\npoint in direction (-20)\nwait (0.1) seconds\npoint in direction (-10)\nwait (0.1) seconds\n\npoint in direction (0)\nwait (0.1) seconds\npoint in direction (10)\nwait (0.1) seconds\npoint in direction (20)\nwait (0.1) seconds\npoint in direction (30)\nwait (0.1) seconds\npoint in direction (40)\nwait (0.1) seconds\npoint in direction (50)\nwait (0.1) seconds\npoint in direction (60)\nwait (0.1) seconds\npoint in direction (70)\nwait (0.1) seconds\npoint in direction (80)\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop14 v]\nforever\n forever\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nforever\n forever\n show\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop16 v]\nforever\n forever\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nforever\n forever\n forever\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\n\nforever\n show\nend\n\n@compass\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start project v]\nforever\n show\nend\n\n@roller2\n\nwhen flag clicked\nforever\n repeat (20)\n point in direction (90)\n wait (0.1) seconds\n point in direction (100)\n wait (0.1) seconds\n point in direction (110)\n wait (0.1) seconds\n point in direction (120)\n wait (0.1) seconds\n point in direction (130)\n wait (0.1) seconds\n point in direction (140)\n wait (0.1) seconds\n point in direction (150)\n wait (0.1) seconds\n point in direction (160)\n wait (0.1) seconds\n point in direction (170)\n wait (0.1) seconds\n point in direction (180)\n wait (0.1) seconds\n point in direction (180)\n wait (0.1) seconds\n point in direction (170)\n wait (0.1) seconds\n point in direction (160)\n wait (0.1) seconds\n point in direction (150)\n wait (0.1) seconds\n point in direction (140)\n wait (0.1) seconds\n point in direction (130)\n wait (0.1) seconds\n point in direction (120)\n wait (0.1) seconds\n point in direction (110)\n wait (0.1) seconds\n point in direction (100)\n wait (0.1) seconds\n end\nend\n\npoint in direction (-170)\nwait (0.1) seconds\n\npoint in direction (-160)\nwait (0.1) seconds\npoint in direction (-150)\n\nwait (0.1) seconds\npoint in direction (-140)\nwait (0.1) seconds\npoint in direction (-130)\nwait (0.1) seconds\npoint in direction (-120)\nwait (0.1) seconds\npoint in direction (-110)\nwait (0.1) seconds\npoint in direction (-100)\nwait (0.1) seconds\n\npoint in direction (-90)\nwait (0.1) seconds\npoint in direction (-80)\nwait (0.1) seconds\npoint in direction (-70)\nwait (0.1) seconds\npoint in direction (-60)\nwait (0.1) seconds\npoint in direction (-50)\nwait (0.1) seconds\npoint in direction (-40)\nwait (0.1) seconds\npoint in direction (-30)\nwait (0.1) seconds\npoint in direction (-20)\nwait (0.1) seconds\npoint in direction (-10)\nwait (0.1) seconds\n\npoint in direction (0)\nwait (0.1) seconds\npoint in direction (10)\nwait (0.1) seconds\npoint in direction (20)\nwait (0.1) seconds\npoint in direction (30)\nwait (0.1) seconds\npoint in direction (40)\nwait (0.1) seconds\npoint in direction (50)\nwait (0.1) seconds\npoint in direction (60)\nwait (0.1) seconds\npoint in direction (70)\nwait (0.1) seconds\npoint in direction (80)\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop16 v]\nforever\n forever\n go to [back v] layer\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nforever\n forever\n forever\n hide\n end\n end\nend\n\n@printscript\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop22 v)\nshow\nbroadcast (START v)\nswitch costume to (costume1 v)\nwait (1.5) seconds\nset [☁ cloud check v] to [0]\nset [☁ cloud check v] to [1]\nif <(☁ Cloud check) = [1]> then\n set [local player_1 check v] to (☁ Player_1 check)\n set [local player_2 check v] to (☁ Player_2 check)\n set [local player_3 check v] to (☁ Player_3 check)\n set [local player_4 check v] to (☁ Player_4 check)\n set [local player_5 check v] to (☁ Player_5 check)\n set [local player_6 check v] to (☁ Player_6 check)\n wait (4.5) seconds\n if <(Local Player_1 check) = (☁ Player_1 check)> then\n set [player id v] to [1]\n set [☁ player_1 check v] to [0]\n set [☁ player_1 coords v] to [50500]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n switch backdrop to (backdrop1 v)\n broadcast (start project v)\n else\n if <(Local Player_2 check) = (☁ Player_2 check)> then\n set [player id v] to [2]\n set [☁ player_2 check v] to [0]\n set [☁ player_2 coords v] to [50500]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n switch backdrop to (backdrop1 v)\n broadcast (start project v)\n else\n if <(Local player_3 check) = (☁ Player_3 check)> then\n set [player id v] to [3]\n set [☁ player_3 check v] to [0]\n set [☁ player_3 coords v] to [50500]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n switch backdrop to (backdrop1 v)\n broadcast (start project v)\n else\n if <(Local player_4 check) = (☁ Player_4 check)> then\n set [player id v] to [4]\n set [☁ player_4 check v] to [0]\n set [☁ player_4 coords v] to [50500]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n switch backdrop to (backdrop1 v)\n broadcast (start project v)\n else\n if <(local player_5 check) = (☁ Player_5 check)> then\n set [player id v] to [5]\n set [☁ player_5 check v] to [0]\n set [☁ player_5 coords v] to [50500]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n switch backdrop to (backdrop1 v)\n broadcast (start project v)\n else\n if <(local player_5 check) = (☁ Player_5 check)> then\n set [player id v] to [6]\n set [☁ player_6 check v] to [0]\n set [☁ player_6 coords v] to [50500]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n switch backdrop to (backdrop1 v)\n broadcast (start project v)\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (full!!! v)\n\n@particle effect\n\nwhen I receive [start project v]\ngo to x: (244) y: (pick random (-62) to (-47))\nforever\n repeat (10)\n move (-10) steps\n create clone of (_myself_ v)\n end\n hide\n set [ghost v] effect to (pick random (20) to (30))\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\n\nwhen I receive [start project v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to x: (244) y: (pick random (-62) to (-47))\nforever\n hide\n set [ghost v] effect to (pick random (20) to (30))\n repeat (10)\n move (-10) steps\n end\nend\n\nshow\n\ngo to [back v] layer\ngo [backward v] (100000000000000000000000000000000000000000000000000000) layers\n\ngo to [back v] layer\ngo [backward v] (100000000000000000000000000000000000000000000000000000) layers\n\nwhen I start as a clone\nif <(x position) = [-207]> then\n delete this clone\nend\ndelete this clone\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (delete trees v)\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (trees on v)\n\n@love and fave detector\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\ngo to [front v] layer\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\ngo to [front v] layer\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\ngo to [front v] layer\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nset [ghost v] effect to (100)\ngo to x: (-65) y: (-32)\nforever\n forever\n if <(loved/faved) = [0]> then\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n if <not <(screen) = [maingame]>> then\n wait until <(screen) = [maingame]>\n end\n wait (1) seconds\n broadcast (yay!!! v)\n set [loved/faved v] to [1]\n switch costume to (costume2 v)\n go to x: (-9) y: (137)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n wait (3.059) seconds\n repeat (10)\n change [ghost v] effect by (8)\n end\n hide\n end\n end\n end\nend\n\nwhen I receive [yay!!! v]\nset instrument to (2 v)\nrepeat (1)\n repeat (10)\n play note (108) for (0.1) beats\n end\nend\n\nset [loved/faved v] to [0]\n\n
Let's get this top-loved!!!!\n\nI worked really hard on this.. so... pls like and fav it...\n\n-Crate- liked and faved it!!! he also commented!!!\nTheInternetIsCoool loved and faved this!!!\n\n\nTY SO MUCH!!!\nin games and on front page on all if u scroll down...\n\nOMGGGGGGGGGGG... it is on the trending and popular list on games!!! It's close to being on the first page, u guys can do this... let's increase the hearts and stars!!! (It's on 2nd page, I think)\n\nTrail update made...\nI HAD TO UNSHARE AND RESHARE TO FIX THE SPIKE GLITCH, THE SPIKES WEREN'T SHOWING, I DIDN'T USE IT FOR FAME!!!\nMobile-friendly update out\nComputer click updates out!!!\nMULTIPLAYER UPDATE COMING OUT!!!\nMobile-friendly update coming out\nOMG, thx so many guys... ty...\nHit the like and heart, and slam the follow button!!!\n\nThanks to @Alternous for being my second follower (the first follower was me) so a big round of applause to Alternous) and thanks to @candy3bar for being my third follower. I will always remember them in Scratch. And thanks to BlacWhite for being my first follower, (or me)... for being my own first follower.\n\nIɴ ᴛʜᴇ ᴡᴏʀʟᴅ ᴏғ ᴅᴀɴᴄɪɴɢ ᴛʀᴇᴇs, sᴛᴀʙʙɪɴɢ sᴘɪᴋᴇs, ᴊᴏɢɢɪɴɢ ʟᴀᴠᴀ, ᴡᴀᴠᴇs ᴏғ ʜᴏᴛᴛᴇʀ ʟᴀʏᴇʀs ᴏғ ʟᴀᴠᴀ, ᴀɴᴅ sᴘɪɴɴɪɴɢ sᴘɪᴋᴇs, ᴀ ʏᴏᴜɴɢ ᴀᴅᴠᴇɴᴛᴜʀᴇʀ ʜᴀs ᴛᴏ ʀᴇᴀᴄʜ ᴛʜᴇ ᴇɴᴅ ᴏғ ᴛʜᴇ ᴊᴜɴɢʟᴇ. Cᴀɴ ʜᴇ ᴅᴏ ɪᴛ ᴡɪᴛʜ ᴜʀ ʜᴇʟᴘ ᴏʀ ғᴀᴄᴇ ᴛʜᴇ ᴡʀᴀᴛʜ ᴏғ ᴅᴇᴀᴛʜ? (Hᴏᴡ ᴛᴏ ᴘʟᴀʏ ʙᴇʟᴏᴡ)...\n\n- Hᴏᴡ ᴛᴏ Pʟᴀʏ -\n\n*Usᴇ WASD (ᴏʀ ᴡᴀᴅ ᴛᴏ ʙᴇ ᴍᴏʀᴇ sᴘᴇᴄɪғɪᴄ) ʟᴏʟ\n\n*Usᴇ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ ᴏᴛʜᴇʀᴡɪsᴇ\n\n*Aᴠᴏɪᴅ ᴀɴʏᴛʜɪɴɢ ᴛʜᴀᴛ ᴋɪʟʟs ᴜ, ʟɪᴋᴇ sᴘɪᴋᴇs, sᴘɪɴɴɪɴɢ sᴘɪᴋᴇs, ʟᴀʏᴇʀs ᴏғ ʟᴀᴠᴀ, ᴄᴏɴɴᴇᴄᴛᴇᴅ ғʟʏɪɴɢ ʟᴀᴠᴀ, ᴀɴᴅ ʟᴀᴠᴀ.\n\n*Gᴇᴛ ᴛᴏ ᴛʜᴇ ᴇɴᴅ, ᴀɴᴅ ʟᴇᴀᴠᴇ ᴀ ʟɪᴋᴇ, ғᴀᴠ, ᴀɴᴅ ғᴏʟʟᴏᴡ!!!\n\nFᴏʟʟᴏᴡ ᴍᴇ.\n\nCʜᴇᴄᴋ ᴏᴜᴛ ᴍʏ ᴏᴛʜᴇʀ ᴘʟᴀᴛғᴏʀᴍᴇʀs... ᴀɴᴅ ᴍʏ ʀᴇᴀʟʟʏ ʀᴇᴀʟʟʏ ʀᴇᴀʟʟʏ ʟᴏɴɢ ᴀɴᴅ ғᴜɴ sᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛғᴏʀᴍᴇʀ ɪs ʏᴇᴛ ᴛᴏ ᴄᴏᴍᴇ ᴏᴜᴛ. \n\nAʟsᴏ ᴍʏ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ɪs ʏᴇᴛ ᴛᴏ ᴄᴏᴍᴇ ᴏᴜᴛ.\n\nUPDATE\n___________________________________________\nCᴏᴍᴘᴀss Issᴜᴇ ғɪxᴇᴅ>>>\n\nCᴏᴍᴘᴀss ᴜᴘᴅᴀᴛᴇᴅ.\n\n___________________________________________\n\nNᴏᴡ ᴛʜᴇ Cᴏᴍᴘᴀss ᴡɪᴛʜ ᴍᴏᴠᴇ ɪɴ ᴛʜᴇ ᴅɪʀᴇᴄᴛɪᴏɴ ᴏғ ᴛʜᴇ ᴘʟᴀʏᴇʀ, ᴛᴏ sᴇᴇ ɪғ ᴜʀ ɢᴏɪɴɢ ᴇᴀsᴛ, ᴡᴇsᴛ ᴏʀ ɴᴏʀᴛʜ. Iᴛ ɪs ᴀʟᴍᴏsᴛ ɪᴍᴘᴏssɪʙʟᴇ ᴛᴏ ɢᴏ sᴏᴜᴛʜ ʙᴇᴄᴀᴜsᴇ ᴜ ᴄᴀɴ'ᴛ ɢᴏ ᴅᴏᴡɴ ᴜɴʟᴇss ᴜʀ ғᴀʟʟɪɴɢ ғʀᴏᴍ ᴊᴜᴍᴘɪɴɢ.\n\n\nDᴏᴡɴ ʙᴜɢ ᴄᴀɴɴᴏᴛ ʙᴇ ғɪxᴇᴅ...\n\nUPDATE\n___________________________________________\n\n\nDᴏᴡɴ ʙᴜɢ ғɪxᴇᴅ!!!!!!\n\n\nUPDATE\n___________________________________________\n\n\nDʏɪɴɢ ᴇғғᴇᴄᴛ ᴇᴠᴇɴ ʙᴇᴛᴛᴇʀ ᴀɴᴅ ᴍᴏʀᴇ sᴀᴛɪsғʏɪɴɢ...\n\n___________________________________________\n\nMobile-friendly update out!!!\n\n___________________________________________\n\n\nComputer click updates out!!\n\n!\n\n___________________________________________\n\nTrial update made\n\n____________________________________________\nTiny particle effect made\n\n___________________________________________\n\nNo button trees and yes button trees made\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTag time:::\n\n#games #all #greenplay #epic #make #sure #to #like #and #star #and #follow #XXtra_Burn #Alternous #for #second #follower #first #follower #was #me #xD #in #a #other #account\n\nDon't u love it when u talk in tags... xD...\n
The Emerald || 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\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\nwhen flag clicked\ngo to [back v] layer\nwait (2) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\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 emerald. The emerald 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 emerald is in 'Mudswamp', a swamp just outside of the kingdom. If you see a green glow in the game, that means that you are approaching the emerald. \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!
 オンライン プラットフォーマー  Online platformer
@Stage\n\nwhen flag clicked\nif <not <(☁ 1p) = [1]>> then\n set [じぶん v] to [1]\n set [☁ 1p v] to [1]\nelse\n set [☁ 2p v] to [1]\n set [じぶん v] to [2]\n if <(☁ 2p) = [1]> then\n stop [all v]\n end\nend\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <(じぶん) = [1]> then\n set [☁ 1p v] to [0]\nelse\n set [☁ 2p v] to [0]\nend\n\nwhen [timer v] > (0)\nbroadcast (as v)\n\nwhen flag clicked\n\nwhen flag clicked\ndelete all of [チャット v]\ninsert [a こんにちは!] at (1) of [チャット v] \ninsert [b おはよう!] at (2) of [チャット v] \ninsert [c こんばんは] at (3) of [チャット v] \ninsert [d ♥と★を押そうぜ] at (4) of [チャット v] \ninsert [e 抜けるね] at (5) of [チャット v] \ninsert [f うんわかった!] at (6) of [チャット v] \ninsert [b 競争だー!] at (7) of [チャット v] \ninsert [h よーいドン!] at (8) of [チャット v] \n\nwhen flag clicked\nset [☁ 1チャ v] to [0]\nshow list [チャット v]\nset [☁ 2チャ v] to [0]\nforever\n if <key (1 v) pressed?> then\n hide list [チャット v]\n if <(じぶん) = [1]> then\n if <key (a v) pressed?> then\n set [☁ 1チャ v] to [1]\n end\n if <key (b v) pressed?> then\n set [☁ 1チャ v] to [2]\n end\n if <key (c v) pressed?> then\n set [☁ 1チャ v] to [3]\n end\n if <key (d v) pressed?> then\n set [☁ 1チャ v] to [4]\n end\n if <key (e v) pressed?> then\n set [☁ 1チャ v] to [5]\n end\n if <key (f v) pressed?> then\n set [☁ 1チャ v] to [6]\n end\n if <key (g v) pressed?> then\n set [☁ 1チャ v] to [7]\n end\n if <key (h v) pressed?> then\n set [☁ 1チャ v] to [8]\n end\n wait (0.1) seconds\n set [☁ 1チャ v] to [0]\n else\n if <key (a v) pressed?> then\n set [☁ 2チャ v] to [1]\n end\n if <key (b v) pressed?> then\n set [☁ 2チャ v] to [2]\n end\n if <key (c v) pressed?> then\n set [☁ 2チャ v] to [3]\n end\n if <key (d v) pressed?> then\n set [☁ 2チャ v] to [4]\n end\n if <key (e v) pressed?> then\n set [☁ 2チャ v] to [5]\n end\n if <key (f v) pressed?> then\n set [☁ 2チャ v] to [6]\n end\n if <key (g v) pressed?> then\n set [☁ 2チャ v] to [7]\n end\n if <key (h v) pressed?> then\n set [☁ 2チャ v] to [8]\n end\n wait (0.1) seconds\n set [☁ 2チャ v] to [0]\n end\n else\n show list [チャット v]\n end\nend\n\n@白いやつ\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset size to (30) %\nswitch costume to (コスチューム1 v)\ngo to x: (-177) y: (-100)\nshow\nforever\n change [y v] by (-1)\n set drag mode [not draggable v]\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or > then\n point in direction (90)\n change [x v] by (0.6)\n end\n if <<key (left arrow v) pressed?> or > then\n point in direction (-90)\n change [x v] by (-0.6)\n end\n set [x v] to ((x) * (0.95))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [14]\n start sound [ニュッ1 v]\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 (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (地面 v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [14]\n start sound [ニュッ1 v]\n end\n if <(x position) > [240]> then\n broadcast (ネクスト v)\n if <not <(変数) = [6]>> then\n change [変数 v] by (1)\n end\n go to x: (-177) y: (-100)\n end\n if <<[-170] > (y position)> or <touching (とげ v)?>> then\n start sound [しょげる v]\n go to x: (-177) y: (-100)\n set [x v] to [0]\n set [y v] to [0]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n wait (0.025) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nset size to (30) %\nrepeat (8)\n change [ghost v] effect by (-2.3)\n change size by (-1.25)\nend\ndelete this clone\n\nwhen flag clicked\nset [変数 v] to [1]\n\nwhen I receive [1 v]\ngo to x: (-177) y: (-154)\n\nwhen flag clicked\nset [☁ s1 v] to [1]\nset [☁ s2 v] to [1]\nforever\n if <(じぶん) = [1]> then\n set [☁ 1x v] to (x position)\n set [☁ 1y v] to (y position)\n set [☁ s1 v] to ([costume # v] of [地面 v])\n else\n set [☁ 2x v] to (x position)\n set [☁ 2y v] to (y position)\n set [☁ s2 v] to ([costume # v] of [地面 v])\n end\nend\n\nwhen flag clicked\nforever\n if <(じぶん) = [1]> then\n if <[0] < (☁ 1チャ)> then\n say (item (☁ 1チャ) of [チャット v]) for (4) seconds\n end\n else\n if <[0] < (☁ 2チャ)> then\n say (item (☁ 2チャ) of [チャット v]) for (4) seconds\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [ネクスト v]\nif <not <(costume [number v]) = [11]>> then\n next costume\nend\n\nwhen I receive [as v]\nswitch costume to (コスチューム7 v)\n\nwhen flag clicked\nset [time v] to [0]\nset [☁ time v] to [0]\nforever\n wait (1) seconds\n if <not <(costume [number v]) = [11]>> then\n change [time v] by (1)\n set [☁ time v] to (time)\n else\n if <<(☁ WR) = [0]> or <(time) < (☁ WR)>> then\n set [☁ wr v] to (time)\n end\n end\nend\n\n@白いやつ2\n\nwhen flag clicked\nforever\n if <(じぶん) = [2]> then\n if <(☁ 1チャ) > [0]> then\n say (item (☁ 1チャ) of [チャット v]) for (4) seconds\n end\n else\n if <(☁ 2チャ) > [0]> then\n say (item (☁ 2チャ) of [チャット v]) for (4) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(☁ s1) = (☁ s2)> then\n if <(☁ 1p) = (☁ 2p)> then\n show\n end\n if <(じぶん) = [1]> then\n set x to (☁ 2x)\n set y to (☁ 2y)\n else\n set x to (☁ 1x)\n set y to (☁ 1y)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.025) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (30) %\nrepeat (8)\n change size by (-1.25)\nend\ndelete this clone\n\nwhen flag clicked\nset [変数 v] to [1]\n\nwhen I receive [1 v]\ngo to x: (-177) y: (-154)\n\n@とげ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n
バグってると思ったそこのあなた!だいじょーぶ\nよーくみてみな!\n難しくしてほしいと依頼がありましたので追加ステージを作りマシタ\nちなみにタブを複製してやっても意味ないし\nNEW scratcherは無理です\nオンラインです!ついにできました!!\n矢印きーで移動です!\nハートが50!\n1キーを押しながらチャットです\nMove with the arrow keys!\nThe smartphone is about to start!\n間違っているなら教えてー!!\n#game#online
Earth - a Multiplayer Scrolling Platformer #games #Berger_Boy
@Stage\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 I receive [begin v]\nstop all sounds\nset [realm type v] to [Grasslands]\nwait (1) seconds\nrepeat until <not <(Realm Type) = [Grasslands]>>\n play sound [Logic - 5am \(Instrumental\) \(online-audio-converter.com\) v] until done\n if <(Realm Type) = [Wetlands]> then\n stop all sounds\n end\nend\n\nwhen I receive [tick v]\nif <[4540] < (SCROLL X)> then\n set [realm type v] to [Wetlands]\n set [respawn x v] to [4840]\n set [respawn y v] to [333]\nend\nif <(SCROLL X) < [4540]> then\n set [realm type v] to [Grasslands]\nend\nif <[8520] < (SCROLL X)> then\n set [realm type v] to [Wastelands]\n set [respawn x v] to [8754]\n set [respawn y v] to [-24]\nend\n\nwhen flag clicked\nset [respawn x v] to [0]\nset [respawn y v] to [0]\nset [realm type v] to [Grasslands]\nwait until <(Realm Type) = [Wetlands]>\nif <(Realm Type) = [Wetlands]> then\n stop all sounds\nend\n\nstop all sounds\n\nwhen flag clicked\nforever\n if <(Realm Type) = [Grasslands]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Realm Type) = [Wetlands]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Realm Type) = [Wastelands]> then\n switch backdrop to (backdrop3 v)\n play sound [u got roasted and toasted v] until done\n end\nend\n\n@Sprite3\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (thing platformer v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to (respawn x)\nset [y v] to (respawn y)\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to (respawn x)\nset [scroll y v] to (respawn y)\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\n\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (cool kid a;sldkfj4 v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (cool kid a;sldkfj3 v)\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [5]> then\n switch costume to (cool kid a;sldkfj5 v)\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 (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[555555] < (SCROLL X)> then\n set [scroll x v] to [55555]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\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 (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (cool kid a;sldkfj7 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;sldkfj6 v)\nend\n\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <<touching (u are die v)?> or <touching (water swim in v)?>> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (thing platformer v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (thing platformer v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (thing platformer v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [9]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nhide\n\n@hi\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (value)\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@yas it is\n\nwhen flag clicked\nset [u win v] to [nono]\nhide variable [timer2 v]\ngo to x: (0) y: (0)\nset [moved? v] to [1000]\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\ncreate clone of (_myself_ v)\nhide\n\nswitch costume to (costume1 v)\n\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\nwhen I receive [tick v]\nif <<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 set [moved? v] to [1000]\nelse\n change [moved? v] by (-1)\nend\nif <(Moved?) < [1]> then\n stop [all v]\nend\nif <(username) = [Berger_Boy]> then\n set [moved? v] to [1000]\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <(Realm Type) = [Grasslands]> then\n switch costume to (costume1 v)\n end\n if <(Realm Type) = [Wetlands]> then\n switch costume to (costume2 v)\n end\n if <(Realm Type) = [Wastelands]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [you winnn!!!!!!!! v]\nset [u win v] to [yaya]\nshow\nswitch costume to (joined3 v)\ngo to [front v] layer\nwait (5) seconds\nstop [all v]\n\nforever\nend\n\nbroadcast (You winnn!!!!!!!! v)\n\nhide\n\n@THing platformer\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1-1 v)\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [150]\nCLONE AT X [550] Y [0]\nCLONE AT X [800] Y [100]\nCLONE AT X [900] Y [0]\nCLONE AT X [750] Y [100]\nCLONE AT X [750] Y [0]\nCLONE AT X [750] Y [0]\nCLONE AT X [750] Y [-300]\nCLONE AT X [750] Y [-250]\nCLONE AT X [550] Y [450]\nCLONE AT X [600] Y [100]\nCLONE AT X [750] Y [-300]\nCLONE AT X [900] Y [50]\nCLONE AT X [650] Y [50]\nCLONE AT X [900] Y [50]\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\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@U are DIE\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1-1 v)\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [150]\nCLONE AT X [550] Y [0]\nCLONE AT X [800] Y [100]\nCLONE AT X [900] Y [0]\nCLONE AT X [750] Y [100]\nCLONE AT X [750] Y [0]\nCLONE AT X [750] Y [0]\nCLONE AT X [750] Y [-300]\nCLONE AT X [750] Y [-250]\nCLONE AT X [550] Y [450]\nCLONE AT X [600] Y [100]\nCLONE AT X [750] Y [-300]\nCLONE AT X [900] Y [50]\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\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@Water swim in\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]\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\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@Sprite1\n\nwhen [t v] key pressed\nset [is the chat open v] to [1]\nshow\nwait (0.5) seconds\nrepeat until <key (t v) pressed?>\nhide\nset [is the chat open v] to [0]\n\nwhen flag clicked\nhide\ngo to x: (-120) y: (0)\nforever\n if <(Realm Type) = [Grasslands]> then\n switch costume to (costume2 v)\n end\n if <(Realm Type) = [Wetlands]> then\n switch costume to (costume3 v)\n end\nend\n\n@wordsrsdsd\n\nwhen I receive [green flag v]\nhide variable [mouse thing v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((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 (grasslands v)\nCLONE AT X [1956] Y [550]\nCLONE AT X [4389] Y [638]\nCLONE AT X [8816] Y [110]\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\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ngo to [front v] layer\n\nchange [x v] by (360)\nchange [y v] by (360)\n\nCLONE AT X [550] Y [0]\nCLONE AT X [800] Y [100]\n\nif <(LEVEL) = [1]> then\n\n@THUNDERSTORM\n\ndefine Draw Afterflash\nset [flash v] to [10]\nset [r v] to [1]\nrepeat until <(r) > (length of [afterflash v])>\n go to x: (item (r) of [afterflash v]) y: (item ((r) + (1)) of [afterflash v])\n point in direction (item ((r) + (2)) of [afterflash v])\n set pen size to (1)\n set pen color to (#ffffff)\n pen down\n move (10) steps\n pen up\n change [r v] by (3)\n change [flash v] by (0.5)\nend\nif <(pick random (0) to (3)) = [0]> then\n delete (all) of [afterflash v]\nend\n\nwhen I start as a clone\nwait (pick random (0.5) to (5.000000000232831)) seconds\nset volume to (Lightning Delay) %\nplay sound (pick random (2) to (14)) until done\ndelete this clone\n\nset pen color to (#5cb712)\n\nDraw Clouds\n\ndefine Draw Background\nset y to (180)\nrepeat (90)\n set pen color to (#8257ad)\n set pen shade to (flash)\n set x to (-240)\n pen down\n set x to (240)\n pen up\n change y by (-4)\nend\n\nif <(y position) > [-100]> then\n\ndefine Draw Lightning\nif <(pick random (Lightning Intensity) to (2)) = (Lightning Intensity)> then\n set [flash v] to [10]\n set [r v] to (((pick random (1) to (Cloud Cover)) * (4)) - (3))\n add (item (r) of [cloud info v]) to [lightning info v]\n add (item ((r) + (1)) of [cloud info v]) to [lightning info v]\n add (pick random (160) to (200)) to [lightning info v]\n add (item (1) of [lightning info v]) to [afterflash v]\n add (item (2) of [lightning info v]) to [afterflash v]\n add (item (3) of [lightning info v]) to [afterflash v]\n set [r v] to [1]\n repeat until <(length of [lightning info v]) = [0]>\n go to x: (item (r) of [lightning info v]) y: (item ((r) + (1)) of [lightning info v])\n if <<(x position) = [0]> and <(y position) = [0]>> then\n delete (all) of [lightning info v]\n else\n point in direction (item ((r) + (2)) of [lightning info v])\n move (10) steps\n if <<touching (_edge_ v)?> or <(pick random (0) to (10)) = [0]>> then\n delete (r) of [lightning info v]\n delete (r) of [lightning info v]\n delete (r) of [lightning info v]\n else\n change [flash v] by (1)\n if <(pick random (0) to (10)) = [0]> then\n add (x position) to [lightning info v]\n add (y position) to [lightning info v]\n add ((direction) + (pick random (-10) to (10))) to [lightning info v]\n add (x position) to [afterflash v]\n add (y position) to [afterflash v]\n add (item (last) of [lightning info v]) to [afterflash v]\n else\n replace item (r) of [lightning info v] with (x position)\n replace item ((r) + (1)) of [lightning info v] with (y position)\n replace item ((r) + (2)) of [lightning info v] with ((direction) + (pick random (-10) to (10)))\n add (item (r) of [lightning info v]) to [afterflash v]\n add (item ((r) + (1)) of [lightning info v]) to [afterflash v]\n add (item ((r) + (2)) of [lightning info v]) to [afterflash v]\n end\n if <(r) > ((length of [lightning info v]) - (3))> then\n set [r v] to [1]\n else\n change [r v] by (3)\n end\n end\n end\n end\n set [lightning delay v] to (flash)\n create clone of (_myself_ v)\nend\nif <(flash) < [20]> then\n delete (all) of [afterflash v]\nend\n\nset pen size to (1)\nset pen color to (#ffffff)\npen down\n\npen up\n\ndefine Draw Rain\nset [r v] to [1]\nrepeat (Rain Intensity)\n go to x: (item (r) of [rain info v]) y: (item ((r) + (1)) of [rain info v])\n point in direction ((180) + (Wind Direction))\n pen down\n move (10) steps\n pen up\n if <(y position) < [-160]> then\n set [pickcloud v] to (((pick random (1) to (Cloud Cover)) * (4)) - (3))\n replace item (r) of [rain info v] with ((item (pickcloud) of [cloud info v]) + (pick random (-20) to (20)))\n replace item ((r) + (1)) of [rain info v] with ((item ((pickcloud) + (1)) of [cloud info v]) + (pick random (-20) to (20)))\n replace item ((r) + (2)) of [rain info v] with (pick random (1) to (3))\n else\n replace item (r) of [rain info v] with ((x position) + ((item ((r) + (2)) of [rain info v]) * ([sin v] of (direction) )))\n replace item ((r) + (1)) of [rain info v] with ((y position) + ((item ((r) + (2)) of [rain info v]) * ([cos v] of (direction) )))\n replace item ((r) + (2)) of [rain info v] with ((item ((r) + (2)) of [rain info v]) * (1.1))\n end\n change [r v] by (3)\nend\n\nwhen flag clicked\nset [cloud cover v] to [100]\nset [lightning intensity v] to [100]\nset [rain intensity v] to [100]\nset [mute rain? v] to [36]\nset [wind direction v] to [10]\nset [flash v] to [0]\nset [t v] to [0]\ndelete (all) of [lightning info v]\ndelete (all) of [rain info v]\ndelete (all) of [afterflash v]\nforever\n if <(Realm Type) = [Wetlands]> then\n erase all\n if <not <((Cloud Cover) * (4)) = (length of [cloud info v])>> then\n delete (all) of [cloud info v]\n repeat (Cloud Cover)\n add (pick random (-220) to (220)) to [cloud info v]\n add (pick random (100) to (180)) to [cloud info v]\n add (pick random (20) to (50)) to [cloud info v]\n add (pick random (10) to (30)) to [cloud info v]\n end\n end\n if <not <((Rain Intensity) * (3)) = (length of [rain info v])>> then\n delete (all) of [rain info v]\n repeat (Rain Intensity)\n set [pickcloud v] to (((pick random (1) to (Cloud Cover)) * (4)) - (3))\n add ((item (pickcloud) of [cloud info v]) + (pick random (-20) to (20))) to [rain info v]\n add ((item ((pickcloud) + (1)) of [cloud info v]) + (pick random (-20) to (20))) to [rain info v]\n add (pick random (1) to (3)) to [rain info v]\n end\n end\n if <<(Mute Rain?) = [0]> and <(Rain Intensity) > [0]>> then\n set volume to (Rain Intensity) %\n start sound [rain v]\n end\n point in direction (90)\n set pen size to (4)\n Draw Background\n set pen color to (#dbdcdc)\n set pen size to (1)\n set pen color to (#3900a5)\n Draw Rain\n set pen color to (#ffffff)\n set pen shade to (100)\n set [flash v] to ((0.3) * (flash))\n if <(length of [afterflash v]) = [0]> then\n set [t v] to [0]\n if <(Lightning Intensity) > [0]> then\n Draw Lightning\n end\n else\n change [t v] by (1)\n if <((t) mod (2)) = [0]> then\n Draw Afterflash\n end\n end\n else\n erase all\n end\nend\n\nif <(Realm Type) = [Grasslands]> then\n\nrepeat until <not <(Realm Type) = [Wetlands]>>\n\ndefine Draw Clouds\nset [r v] to [1]\nrepeat (Cloud Cover)\n go to x: (item (r) of [cloud info v]) y: (item ((r) + (1)) of [cloud info v])\n set pen size to (item ((r) + (2)) of [cloud info v])\n set pen shade to (item ((r) + (3)) of [cloud info v])\n pen down\n pen up\n if <not <(Wind Direction) = [0]>> then\n change x by ((Cloud Cover) - ((Wind Direction) / (item ((r) + (2)) of [cloud info v])))\n if <([abs v] of (x position) ) < [240]> then\n replace item (r) of [cloud info v] with (x position)\n else\n replace item (r) of [cloud info v] with ((x position) * (-0.99))\n replace item ((r) + (1)) of [cloud info v] with (pick random (60) to (180))\n replace item ((r) + (2)) of [cloud info v] with (pick random (20) to (50))\n replace item ((r) + (3)) of [cloud info v] with (pick random (10) to (30))\n end\n end\n change [r v] by (4)\nend\n\n@THing platformer2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [11713]\nset [y v] to [155]\nswitch costume to (flag1 v)\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\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\nwait until <touching (player v)?>\nbroadcast (You winnn!!!!!!!! v)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [tick v]\nshow variable [time v]\nif <(u win) = [nono]> then\n set [time v] to ((round ((timer) * (10))) / (10))\nelse\n set [time v] to (TIME)\nend\n\nwhen I receive [joined v]\nreset timer\n\n
Use WASD or the arrow keys to move and press "t" to go in and out of chat.\nYOU CAN NOT PLAY WITH OTHERS IF YOU ARE A NEW SCRATCHER!!!!!!!!!!!!!!\nYou might be kicked out because of inactivity.\nTo toggle names, press "n". \nYou can't chat in mobile.\nHave Fun!\n
✎..Cloud bunny! a platformer
@Stage\n\nwhen flag clicked\nforever\n if <(current [hour v]) > [6]> then\n switch backdrop to (day v) and wait\n end\n if <[7] > (current [hour v])> then\n switch backdrop to (sunset v) and wait\n if <[8] > (current [hour v])> then\n switch backdrop to (night v) and wait\n end\n end\nend\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start!! v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nchange [ghost v] effect by (35)\n\n@bouncy cloud\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start!! v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (35)\n\n@ground\n\nwhen flag clicked\nforever\n if <<(current [hour v]) > [6]> and <(current [hour v]) < [16]>> then\n switch backdrop to (day v)\n else\n if <<(current [hour v]) > [16]> and <(current [hour v]) < [20]>> then\n switch backdrop to (evening v)\n else\n switch backdrop to (night v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start!! v]\nswitch costume to (costume1 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [start!! v]\nshow\nset [ghost v] effect to (36)\ngo to x: (0) y: (0)\nforever\n glide (0.3) secs to x: (pick random (1) to (10)) y: (pick random (1) to (10))\nend\n\nwhen I receive [start!! v]\n\nwhen flag clicked\nhide\n\n@bunny\n\nwhen flag clicked\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start!! v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (white bunny2 v)\n end\nend\n\nwhen I receive [start!! v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (white bunny v)\n end\nend\n\nwhen I receive [start!! v]\nforever\n if <touching (spikes v)?> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n end\nend\n\nwhen I receive [start!! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> 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 [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching (bouncy cloud v)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [start!! v]\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\n\nwhen [2 v] key pressed\nbroadcast (NEXT LEVEL v)\n\nwhen [1 v] key pressed\ngo to (mouse-pointer v)\n\ngo to [back v] layer\n\n@cover\n\nwhen flag clicked\nshow\nswitch costume to (cover v)\nwait (0.5) seconds\nrepeat (pick random (3) to (5))\n switch costume to (loading v)\n wait (0.5) seconds\n switch costume to (loading2 v)\n wait (0.5) seconds\n switch costume to (loading3 v)\n wait (0.5) seconds\n switch costume to (loading4 v)\n wait (0.5) seconds\nend\nswitch costume to (loaded v)\nhide\nbroadcast (start!! v)\n\nwhen flag clicked\nset size to (100) %\nchange size by (20)\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n wait (pick random (7) to (10)) seconds\n show\n go to x: (-367) y: (41)\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (4) seconds\n hide\nend\n\nwhen I start as a clone\nshow\ngo to x: (-367) y: (41)\nset size to (pick random (50) to (150)) %\nset [ghost v] effect to (pick random (50) to (65))\nrepeat until <touching (sprite3 v)?>\n move (7) steps\nend\nhide\n\nwhen I receive [game over v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (95)\n\n
✨A platformer!!!!\n PART 2 https://scratch.mit.edu/projects/483191031/\n✄ I n s t r u c t i o n s\n›Use the arrow keys to help get cloud bunny to his birthday party!\n›TIP: if you are stuck on any of the levels click <see inside> for a note telling you how to skip a level!!
Super Hard || A Multiplayer Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (load v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n switch backdrop to (joined v)\n wait (1) seconds\n switch backdrop to (blank v)\n broadcast (begin v)\nelse\n switch backdrop to (full v)\n stop [all v]\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n set [☁ p4 v] to (value)\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((x position) + (SCROLL X)) to encoded\nwrite ((y position) + (SCROLL Y)) to encoded\nset cloud # (My Player #) to (encoded)\nwrite (Chat) to encoded\n\ngo to (mouse-pointer v)\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [checkpoint v] to [0]\nset [player2: x v] to [0]\nset [player2: y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [exit v]\nhide variable [in air v]\nhide variable [level v]\nhide variable [mouse v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [player2: x v]\nhide variable [player2: y v]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1080]\n set [y v] to [0]\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\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\nwait (1) seconds\nchange [level v] by (1)\nset [exit v] to []\n\nwhen I receive [play game v]\nforever\n change [color v] effect by (25)\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win!\n else\n Game - Die\n end\nend\n\ndefine 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\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nset [sx v] to ((sx) * (0.8))\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)\nPosition\nTest - Die\nchange [scroll x v] by (round (((Player2: x) - (SCROLL X)) / (3)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player2: y) - (SCROLL Y)) / (15)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player2: y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\nhide\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\nwait (0.5) seconds\n\ndefine Change player y by (sy)\nchange [player2: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player2: y v] by (-1)\n else\n change [player2: 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 [player2: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player2: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player2: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player2: x v] by (-1)\n else\n change [player2: x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Position\ngo to x: ((Player2: x) - (SCROLL X)) y: ((Player2: y) - (SCROLL Y))\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n end\nend\n\nwhen I receive [begin v]\nforever\n Bounce\nend\n\ndefine Bounce\nif <touching (bounce pad v)?> then\n set [sy v] to [23]\nend\n\nwhen flag clicked\n\nforever\n if <<touching (spikes v)?> or <touching (_edge_ v)?>> then\n broadcast (die v)\n end\nend\n\nwhen I receive [die v]\n\nforever\n\ngo to x: (0) y: (0)\n\ngo to (checkpoint v)\n\nwhen flag clicked\nforever\n if then\n broadcast (Check 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if then\n Game - Die\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n broadcast (End v)\n end\nend\n\nwhen this sprite clicked\nset [chat-open? v] to ((1) - (chat-open?))\nif <(chat-open?) = [1]> then\n ask [Which item of chat?] and wait\n set [chat-selection v] to (answer)\n broadcast (mobile v)\nend\n\nsay (item (chat-selection) of [chat list v])\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\n\nset [is the chat open v] to [1]\nshow list [chat v]\nforever\n Chat\n if <key (t v) pressed?> then\n hide list [chat v]\n wait (4) seconds\n show list [chat v]\n end\nend\n\nif <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\nelse\n set [is the chat open v] to [1]\nend\nwait until <not <key (t v) pressed?>>\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n set [value v] to (☁ P4)\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (join (player #) (join [: ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n\n\nwhen flag clicked\nforever\n if <<(y position) > [-160]> or <(y position) < [160]>> then\n switch costume to (player v)\n end\n if <<(x position) > [-230]> or <(x position) < [230]>> then\n switch costume to (player v)\n end\n if <<(y position) > [160]> or <(y position) < [-160]>> then\n end\n if <<(x position) > [230]> or <(x position) < [-230]>> then\n end\nend\n\nswitch costume to (player2 v)\n\nswitch costume to (player2 v)\n\ndefine Decode chat (chat)\nif <(Chat) = [0]> then\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\n@Loading\n\nwhen flag clicked\nhide\n\nwhen I receive [load v]\nshow\ngo to x: (5) y: (-24)\nforever\n turn right (15) degrees\n if <(backdrop [number v]) > [2]> then\n hide\n stop [this script v]\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest 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: [0] y: [160]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [10]\n Clone at x: [-250] y: [20]\n Clone at x: [360] y: [80]\n Clone at x: [700] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\n@Bounce Pad\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest 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: [0] y: [160]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [10]\n Clone at x: [-250] y: [20]\n Clone at x: [360] y: [80]\n Clone at x: [700] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n hide\nend\n\n@grassland\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\n\n@End\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest 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: [0] y: [160]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [10]\n Clone at x: [-250] y: [20]\n Clone at x: [360] y: [80]\n Clone at x: [700] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n show\n go to [front v] layer\n stop [all v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
This is probably going to be one of the hardest platformers you have ever played, and yes, it is meant to be like that!\nOnly play this if you are really good at platformers!\n\nPlay The Easier Version Here! https://scratch.mit.edu/projects/412677239/
Desert Lands◨◧(platformer)(mobile friendly)▶▶(games)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@player\n\ndefine Fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (30) %\nset [brightness v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play game v]\nshow\nset [music v] to [0]\nset [level v] to [1]\ngo to x: (-213) y: (93)\nswitch costume to (right v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n Fast\n if <touching (levels v)?> then\n change y by (-6)\n X Collision\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n Y Collision\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [235]> then\n broadcast (Next Level / Transition v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-213) y: (93)\n end\n if <touching (spikes v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-213) y: (93)\n end\n if <touching (tramp v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup 4 player v]\ngo to x: (-213) y: (93)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [reset player v]\ngo to x: (-213) y: (93)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [play game v]\nforever\n if <(y position) = [-184]> then\n go to x: (-213) y: (93)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen this sprite clicked\nbroadcast (C v)\n\nwhen I receive [next level / transition v]\ngo to x: (-213) y: (93)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\n@skip\n\nhide\n\nwhen I receive [play game v]\nshow\nset [ghost v] effect to (60)\nforever\n if <([costume # v] of [levels v]) = [11]> then\n hide\n broadcast (hhhhh v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [yes2 v] to [1]\n else\n set [ghost v] effect to (60)\n set [yes2 v] to [0]\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (60)\n wait until <<mouse down?> = [false]>\n set [ghost v] effect to (0)\n broadcast (Next Level / Transition v)\n end\nend\n\nwhen flag clicked\nhide\ngo [forward v] (33) layers\n\nwhen flag clicked\nset [yes2 v] to [0]\n\n@restart\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nset [ghost v] effect to (60)\nforever\n if <([costume # v] of [levels v]) = [11]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [yes v] to [1]\n else\n set [ghost v] effect to (60)\n set [yes v] to [0]\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (60)\n wait until <<mouse down?> = [false]>\n set [ghost v] effect to (0)\n broadcast (Setup 4 player v)\n end\nend\n\nwhen flag clicked\nhide\ngo [forward v] (33) layers\n\nwhen flag clicked\nset [yes v] to [0]\n\n@levels\n\nwhen I receive [next level / transition v]\nif <not <(costume [number v]) = [11]>> then\n next costume\nend\nif <(costume [number v]) = [11]> then\n broadcast (go v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [play game v]\nshow\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n set [costog v] to (costume [number v])\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\n\nwhen I receive [chosen v]\npoint in direction (90)\nset size to (100) %\nrepeat (50)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\nwait (1.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\nwait (.1) seconds\nset [pixelate v] effect to (0)\nbroadcast (Play Game v)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\n\nchange size by (-2)\n\n@r\n\nwhen flag clicked\nset [ghost v] effect to (40)\ngo to [back v] layer\nforever\n go to (mouse-pointer v)\n if <(yes) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play game v]\ngo to [front v] layer\n\n@t\n\nwhen flag clicked\nhide\nset [ghost v] effect to (40)\ngo to [back v] layer\nforever\n go to (mouse-pointer v)\n if <(yes2) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [hhhhh v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [play game v]\ngo to [front v] layer\n\n@part2\n\nwhen flag clicked\n\nwhen I start as a clone\nset [part2: y v] to (pick random (20) to (30))\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 (50)\nset [brightness v] effect to (0)\nset size to (pick random (60) to (120)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (part2: y)\n change [part2: 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 [love fav v]\ngo to x: (0) y: (-30000)\nhide\nrepeat (7)\n go to x: (pick random (190) to (200)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nwait (1) seconds\nrepeat (7)\n go to x: (pick random (190) to (200)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level / transition v]\nnext costume\n\nwhen I receive [play game v]\nshow\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (4 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nbroadcast (love fav v)\nstart sound [yay v]\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@tramp\n\nwhen I receive [next level / transition v]\nnext costume\n\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@part1\n\nwhen I start as a clone\nset [part1: y v] to (pick random (20) to (30))\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 (50)\nset [brightness v] effect to (0)\nset size to (pick random (60) to (120)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (part1: y)\n change [part1: 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 [love fav v]\ngo to x: (0) y: (-30000)\nhide\nrepeat (7)\n go to x: (pick random (-200) to (-190)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nwait (1) seconds\nrepeat (7)\n go to x: (pick random (-200) to (-190)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@Background stuff\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (50)) %\nset [ghost v] effect to (pick random (90) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [play game v]\nforever\n hide\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to x: (-122) y: (138)\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\nswitch costume to (costume4 v)\nforever\n wait (1.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\nswitch costume to (pick random (1) to (4))\ngo to x: (174) y: (pick random (80) to (150))\nset [ghost v] effect to (pick random (25) to (55))\nrepeat (45)\n move (-3) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (-3) steps\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-122) y: (138)\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\nwait (5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\nbroadcast (love click v)\n\nwhen I receive [aaa v]\nswitch costume to (costume2 v)\n\nwhen I receive [go v]\nrepeat (50)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\ngo to x: (-195) y: (123)\ngo to [back v] layer\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\nwait (5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\n\nwhen I receive [love click v]\nglide (1.2) secs to x: (-122) y: (138)\nset size to (75) %\nstart sound [Mouse Click v]\nbroadcast (aaa v)\nwait (.1) seconds\nset size to (100) %\nglide (1.2) secs to x: (-47) y: (141)\nset size to (75) %\nstart sound [Mouse Click v]\nbroadcast (bbb v)\nwait (.1) seconds\nset size to (100) %\nglide (1) secs to x: (107) y: (151)\nwait (1.5) seconds\nbroadcast (go v)\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-47) y: (141)\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset [pixelate v] effect to (100)\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\nwait (5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\n\nwhen I receive [bbb v]\nswitch costume to (costume2 v)\n\nwhen I receive [go v]\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (-187) y: (106)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\ngo to [back v] layer\n\nwhen I receive [play game v]\ngo to [front v] layer\nwait (20) seconds\nshow\nrepeat (50)\n change [pixelate v] effect by (-2)\n change [ghost v] effect by (-2)\nend\nglide (1.5) secs to (follow v)\nwait (.3) seconds\nset size to (75) %\nstart sound [Mouse Click v]\nbroadcast (follow v)\nwait (.1) seconds\nset size to (100) %\nglide (1) secs to x: (86) y: (127)\nwait (1.5) seconds\nbroadcast (going v)\n\nwhen I receive [going v]\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@follow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset [pixelate v] effect to (100)\nset [ghost v] effect to (100)\nswitch costume to (button3-b v)\ngo to x: (-66) y: (119)\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\nwait (20) seconds\nrepeat (50)\n change [pixelate v] effect by (-2)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [follow v]\nswitch costume to (costume2 v)\n\nwhen I receive [going v]\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\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 flag clicked\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 (logo v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nclones [100]\nwait (1) seconds\nswitch costume to (c v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (a v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (p v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (t v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (delete v)\nbroadcast (chosen v)\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 (5) 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]) = [Logo]> then\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 (5) 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\nif <(costume [name v]) = [a]> then\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\nif <(costume [name v]) = [p]> then\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\nif <(costume [name v]) = [t]> then\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 flag clicked\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\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 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 end\n hide\n delete this clone\nend\n\nwait (1) seconds\n\nwhen I receive [delete v]\ndelete this clone\n\n
▶▶▶▶▶INSTRUCTIONS◀◀◀◀◀\n◑spam the flag for no lag\n◑ arrow keys, WASD, or touch (mobile) to move.\n◑ wall jumping:✅\n◑ restart and skip buttons are in the bottom-left corner.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n100 follower special!!-\nhttps://scratch.mit.edu/projects/414332705/\npart 2- https://scratch.mit.edu/projects/415678053/\n@benelem12 loved!!!!\nfor proof: https://scratch.mit.edu/projects/412370882/#comments-148607732\n@0014049 loved!!!!!\n@PopuIar loved!! \npls pls pls comment down what things you might like in part 2\nHope you enjoy this game. if you did, hit the\n ❤ and ⭐for a nice surprise.\n DO NOT ADVERTISE. Follow me @sidcrafter\ncan we get 100❤???\n▶▶▶▶▶ CREDITS◀◀◀◀◀\n@TimMcCool for love, fav detector and particle effect.\n@Hanzhe for cactus art\n@-Xaf- for music\n@sludge_test for the cool intro\n@mistaclean for player art\ncooltext.com\nRest by me @sidcrafter\nPart 2 will come out soon!\n▶▶▶▶▶TAGS◀◀◀◀◀\n#platformer #game #timmccool #mistaclean #Hanzhe\n#sidcrafter #nothing #imaddingtoomannytags #karioton\n#satcrafter #boom\n\nThanx for playing.\n@sidcrafter\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlololololololololololololololololololololololololol......... \n_:'D_
Creeper - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\nwhen I receive [graj v]\nwait (1) seconds\nswitch backdrop to (tło2 v)\n\nwhen flag clicked\nplay sound [Danny v] until done\nforever\n play sound [Stal v] until done\n play sound [Living Mice v] until done\nend\n\n@creeper\n\nwhen I receive [start v]\ngo to [front v] layer\nhide\n\nwhen I receive [play v]\nset [color v] effect to (0)\nclear graphic effects\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n G on\n repeat until <(exit) > []>\n Tick\n broadcast (tick v) and wait\n end\n Game die\nend\n\ndefine G on\nset [y v] to [0]\nset [x v] to [0]\nset [speed y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Change player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change player x by [8]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nchange [speed y v] by (-2)\nChange player y by (speed y)\nset [scroll x v] to (x)\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change player y by (sy)\nset [color v] effect to (0)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nTest die\nrepeat until <not <touching (podłoga v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [speed y v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (podłoga v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (podłoga v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (podłoga v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game die\nset [exit v] to []\n\ndefine Test die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nif <(exit) = [die]> then\n switch costume to (kostium1 v)\nend\nforever\n\nwhen flag clicked\nhide\n\nbroadcast (PLAY v) and wait\nbroadcast (START v) and wait\n\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nswitch costume to (kostium1 v)\nwait (0.5) seconds\n\nwhen I receive [wybuch v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (100)\nstart sound [boom v]\nset [fisheye v] effect to (50)\nswitch costume to (kostium2 v)\nrepeat (2)\n next costume\nend\nhide\nclear graphic effects\nwait (0.5) seconds\nswitch costume to (kostium1 v)\nbroadcast (PLAY v) and wait\n\nwhen I receive [play v]\nset size to (100) %\nswitch costume to (kostium1 v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n switch costume to (kostium1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n switch costume to (kostium1 v)\n end\n if <key (space v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset size to (100) %\nswitch costume to (kostium1 v)\nforever\n if <key (space v) pressed?> then\n if <(in air) < [4]> then\n Tick\n set [speed y v] to [-16]\n end\n stop [other scripts in sprite v]\n switch costume to (kostium1 v)\n start sound [tss v]\n change [wybuch v] by (1)\n repeat (10)\n change [fisheye v] effect by (5)\n change [brightness v] effect by (10)\n end\n wait (3.6) seconds\n broadcast (wybuch v) and wait\n end\nend\n\nwhen I receive [play v]\nforever\n if <<touching color (#ff0000)?> and <(exit) = [die]>> then\n set [color v] effect to (530)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> and <(exit) = [die]>> then\n set [color v] effect to (530)\n end\nend\n\nwhen flag clicked\nset [wybuch v] to [0]\n\nwhen flag clicked\nforever\n if <<touching (skyblok 1 v)?> and <key (space v) pressed?>> then\n broadcast (ukryj v)\n end\nend\n\nif then\nend\n\nwhen I receive [play v]\nforever\n wait until <<touching (skyblok 1 v)?> and <key (space v) pressed?>>\n broadcast (ukryj v)\nend\n\n@podłoga\n\nwhen I receive [start v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (kostium1 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\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@podłoga2\n\nwhen I receive [start v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (kostium1 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\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@text eng\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (kostium1 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\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(language) = [english]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [play v]\nforever\n if <(language) = [english]> then\n show\n end\n if <(language) = [polski]> then\n forever\n hide\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n end\n end\nend\n\n@black\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (kostium1 v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (napis v)\n\nwhen I receive [graj v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (background v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@play\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nswitch costume to (kostium1 v)\ngo to x: (17) y: (-47)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [przycisk v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [przycisk 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 I receive [english v]\nswitch costume to (kostium1 v)\n\nwhen I receive [polski v]\nswitch costume to (kostium2 v)\n\nwhen I receive [ukryj: jak grac v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [powrot v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (graj v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [background v]\nhide\n\nwhen I receive [graj v]\nwait (3) seconds\nbroadcast (PLAY v) and wait\nbroadcast (START v) and wait\n\n@back\n\nwhen flag clicked\ngo [forward v] (5) layers\nset [ghost v] effect to (100)\ngo to x: (-135) y: (-155)\nset size to (100) %\nswitch costume to (kostium1 v)\nhide\n\nwhen I receive [ukryj: jak grac 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 this sprite clicked\nbroadcast (powrot v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [ukryj: jak grac v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [english v]\nswitch costume to (kostium1 v)\n\nwhen I receive [polski v]\nswitch costume to (kostium1 v)\n\n@htp\n\nwhen flag clicked\ngo [forward v] (2) layers\nswitch costume to (kostium1 v)\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ukryj: jak grac v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [powrot v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [english v]\nswitch costume to (kostium1 v)\n\nwhen I receive [polski v]\nswitch costume to (kostium2 v)\n\n@how to play\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (kostium1 v)\ngo to x: (17) y: (-130)\nhide\n\nwhen I receive [przycisk v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [przycisk 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 I receive [english v]\nswitch costume to (kostium1 v)\n\nwhen I receive [polski v]\nswitch costume to (kostium2 v)\n\nwhen this sprite clicked\nbroadcast (ukryj: jak grac v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [powrot v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [graj v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [background v]\nhide\n\n@text menu\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (228) y: (68)\nswitch costume to (pick random (1) to (6))\nset size to (100) %\nhide\n\nwhen I receive [ukryj: jak grac v]\nhide\n\nwhen I receive [powrot v]\nshow\n\nwhen I receive [napis v]\nshow\nwait (0) seconds\nrepeat (9)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change size by (0.3)\n end\n wait (0) seconds\n repeat (10)\n change size by (-0.3)\n end\nend\n\nwhen I receive [graj v]\nhide\n\n@i\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nswitch costume to (kostium1 v)\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [5 v]\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (explosion v)?> then\n forever\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\n@effect\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (-50) y: (-26)\nswitch costume to (kostium1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (9)) y: ((mouse y) / (9))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\nwhen I receive [graj v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@language\n\nwhen I receive [przycisk v]\nwait (0.1) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [przycisk 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\ngo to x: (-197) y: (-144)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (kostium1 v)\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nset [language v] to [english]\nforever\n if <(costume [name v]) = [kostium2]> then\n broadcast (polski v)\n set [language v] to [polski]\n else\n broadcast (english v)\n set [language v] to [english]\n end\nend\n\nwhen I receive [ukryj: jak grac v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [graj v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [powrot v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [background v]\nhide\n\nwhen flag clicked\nset [language v] to [english]\n\n@title\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (9) y: (52)\nswitch costume to (kostium2 v)\nhide\n\nwhen I receive [napis v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (przycisk v)\n\nwhen I receive [ukryj: jak grac v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [powrot v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (przycisk v)\n\nwhen I receive [graj v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@text pl\n\nwhen I receive [play v]\nforever\n if <(language) = [polski]> then\n show\n end\n if <(language) = [english]> then\n forever\n hide\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (kostium1 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\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nclear graphic effects\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-25) y: (-6)\nswitch costume to (kostium6 v)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\nforever\n show\nend\n\n
|PL|\nTo moja pierwsza (nie zremiksowana) platformówka, i pierwsza scrolling. To jest krótkie dlatego, że to tylko test. Dlatego też mogą występować błędy. Np. Można wybuchnąć w powietrzu. Nie umiem naprawić tego błędu więc jeśli ktoś wie jak to zrobić to pisać :p\n\nNa początku miały być skyblocki, ale ponieważ było to za trudne, zrezygnowałam z tego. Także wybuch na razie niczemu nie służy.\n\nNie wiem czy gra będzie aktualizowana, ale jeśli macie pomysły na aktualizacje, możecie pisać :)\n\n--------------------------------------------------------------------\n|ENG|\nThis is my first scrolling platformer game. It's short because it is a test. Sorry for all bugs, if there'll be an update I'll try to fix them.\n\nI wanted to make a skyblocks, but it was too hard for me so I decided to delete them. That's why an explosion isn't useful now.\n\nIf you have any ideas for updates, you can write them in comments :)
-AI- (a platformer) Mobile compatible
@Stage\n\nwhen flag clicked\nswitch backdrop to (無題 v)\n\nwhen flag clicked\nif <(OPスキップ) = [0]> then\n set volume to (100) %\n start sound [bgm_maoudamashii_8bit22 v]\nelse\n set volume to (100) %\nend\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\nforever\n play sound [tie no wa v] until done\nend\n\nwhen I receive [オープニング終了 v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\nstart sound [bgm_maoudamashii_cyber43 v]\n\nwhen flag clicked\nhide variable [タイム v]\nhide variable [あなたの最高タイム v]\nhide variable [☁ 世界最高タイム v]\nset [タイム v] to [0]\n\nwhen I receive [start v]\nshow variable [タイム v]\nrepeat until <(stage) = [11]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nshow variable [☁ 世界最高タイム v]\nshow variable [あなたの最高タイム v]\nif <<(タイム) < (あなたの最高タイム)> or <(あなたの最高タイム) = [0]>> then\n set [あなたの最高タイム v] to (タイム)\nend\nif <<(タイム) < (☁ 世界最高タイム)> or <(☁ 世界最高タイム) = [0]>> then\n set [☁ 世界最高タイム v] to (タイム)\nend\n\nset [☁ 世界最高タイム v] to [0]\nset [あなたの最高タイム v] to [0]\n\nwhen flag clicked\nif <key (s v) pressed?> then\n set [opスキップ v] to [1]\nelse\n set [opスキップ v] to [0]\nend\n\n@hero(主人公)\n\nwhen I start as a clone\nif <key (down arrow v) pressed?> then\n switch costume to (主人公しゃがみ残像 v)\nelse\n switch costume to (主人公普通残像 v)\nend\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [パスコード入力中 v] to [0]\nshow\nswitch costume to (主人公 v)\ngo to x: (-180) y: (-113)\nset [stage v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n set rotation style [left-right v]\n if <<not <(パスコード入力中) = [1]>> and <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (0.75)\n point in direction (90)\n end\n if <<not <(パスコード入力中) = [1]>> and <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-0.75)\n point in direction (-90)\n end\n set [x v] to ((X) - ((X) / (10)))\n change x by (X)\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change y by (1)\n end\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change y by (1)\n end\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change y by (1)\n end\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change y by (1)\n end\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change y by (1)\n end\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<not <(パスコード入力中) = [1]>> and <<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 [-3.75]\n else\n set [x v] to [3.75]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <<not <(パスコード入力中) = [1]>> and <<<touching (地形 v)?> or <touching (ボタン地形 v)?>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n start sound [jump13 v]\n set [y v] to [12.5]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (地形 v)?> or <touching (ボタン地形 v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (go next v)\n go to x: (-180) y: (-113)\n change [stage v] by (1)\n end\n if <<<<touching (障害物 v)?> or <touching (ボタン障害物 v)?>> or <touching (隕石 v)?>> or <touching (回転 v)?>> then\n start sound [Computer Beep v]\n repeat (25)\n change size by (-4)\n change [pixelate v] effect by (4)\n change [ghost v] effect by (4)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-180) y: (-113)\n repeat (25)\n change size by (4)\n change [pixelate v] effect by (4)\n change [ghost v] effect by (4)\n end\n set size to (100) %\n clear graphic effects\n end\n if <<touching (ボタン v)?> and <<(stage) = [3]> or <<(stage) = [4]> or <<(stage) = [6]> or <(stage) = [10]>>>>> then\n broadcast (ボタンに触れた v)\n broadcast (ボタンに触れた\(スマホ\) v)\n say [十字キーで打ち込み、Bキーでパスコードの一番下を消す、スペースキーで決定]\n wait until <not <(パスコード入力中) = [1]>>\n say []\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (主人公 v)\nforever\n if <key (down arrow v) pressed?> then\n repeat until <not <key (down arrow v) pressed?>>\n switch costume to (主人公しゃがみ v)\n end\n switch costume to (主人公 v)\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(stage) = [1]> then\n repeat until <not <(stage) = [1]>>\n set [パスコード入力中 v] to [0]\n show list [パスコード v]\n end\n end\n if <(stage) = [2]> then\n repeat until <not <(stage) = [2]>>\n set [パスコード入力中 v] to [0]\n show list [パスコード v]\n end\n end\n if <(stage) = [5]> then\n repeat until <not <(stage) = [5]>>\n set [パスコード入力中 v] to [0]\n show list [パスコード v]\n end\n end\n if <(stage) = [7]> then\n repeat until <not <(stage) = [7]>>\n set [パスコード入力中 v] to [0]\n show list [パスコード v]\n end\n end\n if <(stage) = [8]> then\n repeat until <not <(stage) = [8]>>\n set [パスコード入力中 v] to [0]\n show list [パスコード v]\n end\n end\n if <(stage) = [9]> then\n repeat until <not <(stage) = [9]>>\n set [パスコード入力中 v] to [0]\n show list [パスコード v]\n end\n end\nend\n\n@背景1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n change [\[gl\]fieldx v] by (-22)\nend\n\nwhen I receive [start v]\nset y to (0)\nset x to (0)\nset [\[gl\]fieldx v] to [0]\nset [filed1スライド v] to [0]\ngo to [back v] layer\nshow\nforever\n set x to ((\[GL\]fieldX) + ((479) * (filed1スライド)))\n if <(\[GL\]fieldX) < ((-479) * ((filed1スライド) + (1)))> then\n change [filed1スライド v] by (2)\n end\n if <(\[GL\]fieldX) > ((-479) * ((filed1スライド) - (1)))> then\n change [filed2count v] by (-2)\n end\nend\n\n@背景2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset y to (0)\nset x to (480)\nset [filed2スライド v] to [1]\ngo to [back v] layer\nshow\nforever\n set x to ((\[GL\]fieldX) + ((479) * (filed2スライド)))\n if <(\[GL\]fieldX) < ((-479) * ((filed2スライド) + (1)))> then\n change [filed2スライド v] by (2)\n end\n if <(\[GL\]fieldX) > ((-479) * ((filed2スライド) - (1)))> then\n change [filed2スライド v] by (-2)\n end\nend\n\n@地形\n\nwhen flag clicked\nswitch costume to (1 v)\nclear graphic effects\nhide\n\nwhen I receive [start v]\nshow\nforever\n repeat (20)\n change [brightness v] effect by (1)\n end\n repeat (20)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen I receive [go next v]\nnext costume\n\n@ボタン地形\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [go next v]\nnext costume\nshow\n\nwhen I receive [ボタン消去 v]\nhide\n\n@文字\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nclear graphic effects\ngo to x: (0) y: (80)\nshow\nforever\n repeat (20)\n change [brightness v] effect by (1)\n end\n repeat (20)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen I receive [go next v]\nnext costume\n\n@パスコードヒント\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [go next v]\ngo to x: (0) y: (80)\nnext costume\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n change [ghost v] effect by (3)\n end\n repeat (20)\n change [ghost v] effect by (-3)\n end\nend\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\nforever\n repeat (20)\n change [brightness v] effect by (1)\n end\n repeat (20)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen I receive [go next v]\nnext costume\n\n@ボタン障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [go next v]\nnext costume\nshow\n\nwhen I receive [ボタン消去\(障害物\) v]\nhide\n\n@ボタン\n\nwhen flag clicked\nshow list [パスコード v]\ndelete all of [パスコード v]\nhide\n\nwhen I receive [go next v]\nshow list [パスコード v]\nshow\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow list [パスコード v]\nswitch costume to (1 v)\nshow\nforever\n repeat (20)\n change [brightness v] effect by (1)\n end\n repeat (20)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen I receive [ボタンに触れた v]\nhide list [パスコード v]\nset [パスコード入力中 v] to [1]\ngo to x: (0) y: (0)\ndelete all of [パスコード v]\nrepeat until <not <(パスコード入力中) = [1]>>\n if <<key (up arrow v) pressed?> or > then\n add [↑] to [パスコード v]\n wait (0.2) seconds\n end\n if <<key (down arrow v) pressed?> or > then\n add [↓] to [パスコード v]\n wait (0.2) seconds\n end\n if <<key (right arrow v) pressed?> or > then\n add [→] to [パスコード v]\n wait (0.2) seconds\n end\n if <<key (left arrow v) pressed?> or > then\n add [←] to [パスコード v]\n wait (0.2) seconds\n end\n if <<key (b v) pressed?> or <key ((join [backspace key] []) v) pressed?>> then\n delete (length of [パスコード v]) of [パスコード v]\n wait (0.2) seconds\n end\n if <<key (space v) pressed?> or <key ((join [enter] []) v) pressed?>> then\n if <(stage) = [3]> then\n if <<<<(item (1) of [パスコード v]) = [→]> and <(item (2) of [パスコード v]) = [↓]>> and <(item (3) of [パスコード v]) = [→]>> and <(item (4) of [パスコード v]) = [←]>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去 v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n if <(stage) = [4]> then\n if <<<<(item (1) of [パスコード v]) = [←]> and <(item (2) of [パスコード v]) = [↑]>> and <(item (3) of [パスコード v]) = [←]>> and <(item (4) of [パスコード v]) = [→]>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去\(障害物\) v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n if <(stage) = [6]> then\n if <<<<<(item (1) of [パスコード v]) = [↑]> and <(item (2) of [パスコード v]) = [←]>> and <(item (3) of [パスコード v]) = [↓]>> and <(item (4) of [パスコード v]) = [→]>> and <<<<(item (5) of [パスコード v]) = [→]> and <(item (6) of [パスコード v]) = [↓]>> and <(item (7) of [パスコード v]) = [←]>> and <(item (8) of [パスコード v]) = [↑]>>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去\(障害物\) v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n if <(stage) = [10]> then\n if <<<<<(item (1) of [パスコード v]) = [↑]> and <(item (2) of [パスコード v]) = [↓]>> and <(item (3) of [パスコード v]) = [↑]>> and <(item (4) of [パスコード v]) = [↓]>> and <<<<(item (5) of [パスコード v]) = [→]> and <(item (6) of [パスコード v]) = [←]>> and <(item (7) of [パスコード v]) = [→]>> and <(item (8) of [パスコード v]) = [←]>>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去\(障害物\) v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n end\nend\n\nwhen I receive [ボタンに触れた v]\nthink [パスコード ヲ ニュウリョク シテクダサイ。] for (2) seconds\n\nwhen I receive [ボタン消去 v]\nhide\n\nwhen I receive [ボタン消去\(障害物\) v]\nhide\n\n@haruhitori text2\n\nwhen flag clicked\nif <(OPスキップ) = [0]> then\n point in direction (90)\n erase all\n reset timer\n show\n set [回転 v] to [0]\n set [mosaic v] effect to (100)\n set size to (175) %\n go to x: (0) y: (0)\n repeat (5)\n start sound [ポップ v]\n change [mosaic v] effect by (-20)\n wait (0.5) seconds\n end\n clear graphic effects\n repeat (50)\n change [color v] effect by (2)\n end\n clear graphic effects\n set [回転 v] to [0]\n repeat until <(size) = [5]>\n change size by (-5)\n turn right (回転) degrees\n change [回転 v] by ((回転) + (0.5))\n end\n point in direction (90)\n hide\n wait (0.5) seconds\n show\n set y to (29)\n change [brightness v] effect by (-29)\n repeat until <(size) = [150]>\n change [brightness v] effect by (1)\n change y by (-1)\n change size by (5)\n end\n wait (1) seconds\n clear graphic effects\n repeat (10)\n change y by (-5)\n change size by (-5)\n end\n broadcast (オープニングキュー出し v)\nelse\n broadcast (オープニングキュー出し v)\n hide\nend\n\nwhen I receive [オープニング終了 v]\nhide\n\nif <(OPスキップ) = [0]> then\nelse\n hide\nend\n\n@フォロー画像\n\nwhen flag clicked\nswitch costume to (コメント 2020-07-08 111158 v)\nset size to (75) %\nhide\n\nwhen I receive [オープニングキュー出し v]\nif <(OPスキップ) = [0]> then\n point in direction (90)\n set y to (75)\n wait (1) seconds\n show\n wait (2) seconds\n switch costume to (コメント 2020-07-08 111526 v)\n change size by (10)\n wait (0.1) seconds\n change size by (-10)\n wait (1) seconds\n change y by (-10)\n switch costume to (コスチューム1 v)\n repeat (48)\n turn right (7.5) degrees\n end\n change size by (10)\n wait (0.1) seconds\n change size by (-10)\n wait (6) seconds\n broadcast (オープニング終了 v)\n hide\nelse\n broadcast (オープニング終了 v)\n hide\nend\n\n@疑似マウス\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [オープニングキュー出し v]\nif <(OPスキップ) = [0]> then\n show\n go to x: (180) y: (-140)\n wait (2) seconds\n glide (1) secs to (フォロー画像 v)\n wait (1) seconds\n hide\nelse\n hide\nend\n\n@3D GIF MAKER aikon\n\nwhen flag clicked\nset [オープニング判定 v] to [0]\ngo to x: (0) y: (140)\nhide\nset size to (25) %\n\nwhen I receive [オープニングキュー出し v]\nif <(OPスキップ) = [0]> then\n switch costume to (3dgifmaker52 v)\n show\n repeat until <(オープニング判定) = [1]>\n next costume\n end\nelse\n hide\nend\n\nwhen I receive [オープニング終了 v]\nif <(OPスキップ) = [0]> then\n set [オープニング判定 v] to [1]\n switch costume to (3dgifmaker52 v)\n hide\n wait (1) seconds\n broadcast (substart v)\nelse\n broadcast (substart v)\n hide\nend\n\n@サムネ\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\npoint in direction (90)\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (3.5)\nend\ndelete this clone\n\nwhen I receive [subsubstart v]\ngo to x: (0) y: (35)\nshow\nclear graphic effects\nset size to (50) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@サムネ2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [substart v]\nshow\n\nwhen I receive [start v]\nhide\n\n@サムネ3\n\nwhen flag clicked\nhide\n\nwhen I receive [substart v]\ngo to x: (0) y: (35)\nshow\n\nwhen I receive [start v]\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [substart v]\nset size to (100) %\nclear graphic effects\nset [start v] to [0]\nshow\nrepeat until <(start) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n if <mouse down?> then\n broadcast (subsubstart v)\n set [start v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n wait (1) seconds\n broadcast (start v)\n end\n else\n set size to (100) %\n end\nend\n\n@隕石\n\nwhen flag clicked\ngo to x: (0) y: (200)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [go next v]\nshow\nnext costume\nif <(stage) = [7]> then\n go to x: (0) y: (200)\n repeat until <not <(stage) = [7]>>\n change y by (-10)\n if <[-190] > (y position)> then\n go to x: (0) y: (200)\n end\n end\nelse\n if <(stage) = [9]> then\n go to x: (200) y: (200)\n repeat until <not <(stage) = [9]>>\n change y by (-7)\n if <[-190] > (y position)> then\n go to x: (200) y: (200)\n end\n end\n end\nend\n\n@隕石2\n\nwhen flag clicked\ngo to x: (125) y: (200)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [go next v]\nshow\nnext costume\nif <(stage) = [7]> then\n go to x: (125) y: (200)\n repeat until <not <(stage) = [7]>>\n change y by (-10)\n if <[-190] > (y position)> then\n go to x: (125) y: (200)\n end\n end\nend\n\n@回転\n\nwhen I receive [go next v]\npoint in direction (90)\nshow\nnext costume\nrepeat until <not <(stage) = [8]>>\n turn left (5) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nswitch costume to (コスチューム2 v)\n\n@フォロー\n\nwhen I receive [1 v]\nshow\nset size to (7) %\ngo to x: (-130) y: (-50)\nrepeat (7)\n change size by (7)\nend\nforever\n wait (0.07) seconds\n repeat (7)\n change size by (1)\n end\n repeat (7)\n change size by (-1)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム2 v)\n say [本当のフォローもしてくださいね!!] for (3) seconds\nend\nif <(costume [number v]) = [2]> then\n say [フォロー外さないで…!!] for (3) seconds\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nhide\nswitch costume to (コスチューム1 v)\n\n@mozi\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\ngo [backward v] (1) layers\ngo to [front v] layer\nhide\n\nwhen I receive [1 v]\nshow\ngo to x: (300) y: (130)\nrepeat (30)\n change x by (-11)\nend\nwait (0.1) seconds\nrepeat (10)\n change x by (3)\nend\n\n@3dgifmaker52\n\nwhen [timer v] > (0)\nshow\nset size to (1) %\ngo to x: (87) y: (-50)\nrepeat (33)\n change size by (2)\nend\nwait (1) seconds\nbroadcast (1 v)\nforever\n wait (0.07) seconds\n repeat (7)\n change size by (1)\n end\n repeat (7)\n change size by (-1)\n end\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (3dgifmaker52 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen I receive [1 v]\nshow\nrepeat (10)\n change y by (3)\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (-130) y: (-170)\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide variable [タイム v]\nhide variable [☁ 世界最高タイム v]\nhide variable [あなたの最高タイム v]\ngo to [front v] layer\ngo [backward v] (4) layers\ngo to x: (0) y: (0)\nshow\n\n@スプライト2\n\nwhen I receive [substart v]\nset size to (75) %\ngo to x: (-150) y: (-140)\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\n@Arrow1\n\nwhen I receive [ボタンに触れた\(スマホ\) v]\nshow\nrepeat until <not <(パスコード入力中) = [1]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n add [↑] to [パスコード v]\n wait (0.1) seconds\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Arrow2\n\nwhen I receive [ボタンに触れた\(スマホ\) v]\nshow\nrepeat until <not <(パスコード入力中) = [1]>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n add [↓] to [パスコード v]\n wait (0.1) seconds\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Arrow3\n\nwhen I receive [ボタンに触れた\(スマホ\) v]\nshow\nrepeat until <not <(パスコード入力中) = [1]>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n add [→] to [パスコード v]\n wait (0.1) seconds\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Arrow4\n\nwhen flag clicked\nhide\n\nwhen I receive [ボタンに触れた\(スマホ\) v]\nshow\nrepeat until <not <(パスコード入力中) = [1]>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n add [←] to [パスコード v]\n wait (0.1) seconds\n end\nend\nhide\n\n@スプライト5\n\nwhen I receive [ボタンに触れた\(スマホ\) v]\nhide list [パスコード v]\nshow\nrepeat until <not <(パスコード入力中) = [1]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(stage) = [3]> then\n if <<<<(item (1) of [パスコード v]) = [→]> and <(item (2) of [パスコード v]) = [↓]>> and <(item (3) of [パスコード v]) = [→]>> and <(item (4) of [パスコード v]) = [←]>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去 v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n if <(stage) = [4]> then\n if <<<<(item (1) of [パスコード v]) = [←]> and <(item (2) of [パスコード v]) = [↑]>> and <(item (3) of [パスコード v]) = [←]>> and <(item (4) of [パスコード v]) = [→]>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去\(障害物\) v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n if <(stage) = [6]> then\n if <<<<<(item (1) of [パスコード v]) = [↑]> and <(item (2) of [パスコード v]) = [←]>> and <(item (3) of [パスコード v]) = [↓]>> and <(item (4) of [パスコード v]) = [→]>> and <<<<(item (5) of [パスコード v]) = [→]> and <(item (6) of [パスコード v]) = [↓]>> and <(item (7) of [パスコード v]) = [←]>> and <(item (8) of [パスコード v]) = [↑]>>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去\(障害物\) v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n if <(stage) = [10]> then\n if <<<<<(item (1) of [パスコード v]) = [↑]> and <(item (2) of [パスコード v]) = [↓]>> and <(item (3) of [パスコード v]) = [↑]>> and <(item (4) of [パスコード v]) = [↓]>> and <<<<(item (5) of [パスコード v]) = [→]> and <(item (6) of [パスコード v]) = [←]>> and <(item (7) of [パスコード v]) = [→]>> and <(item (8) of [パスコード v]) = [←]>>> then\n think []\n think [セイカイ デス] for (2) seconds\n broadcast (ボタン消去\(障害物\) v)\n hide\n show list [パスコード v]\n set [パスコード入力中 v] to [0]\n else\n think []\n think [パスワード ガ チガイマス] for (2) seconds\n broadcast (ボタンに触れた v)\n end\n end\n end\nend\nhide\nshow list [パスコード v]\n\nwhen flag clicked\nhide\n\n
日本語は下です!\n   --- Beginners ---\nIf you really don't know the code, look inside!\n       --- How to operate ---\nUse the arrow keys to move and enter the code. Use the arrow keys, delete the code at the bottom with the B key, and confirm with the space key.In the case of a smartphone, enter with the arrow at the bottom left and decide with the red circle in the middle.\n      --- Color description ---\nThe red color returns to its original position when touched. Alternatively, touching a meteor or a blue laser will return it to its original position.\n         --- Story ---\nAt a research institute, an AI that can go to the cyber world was created. The laboratory doctor said, "Let's test whether AI can go to the cyber world properly." Well, can AI safely return to the real world?\nーーーーーーーーーー初心者様へーーーーーーーーー\nどうしてもコードがわからないときは、中を見てください!\nーーーーーーーーーー操作方法ーーーーーーーーーー\n矢印キーで移動、コードを入力するときは、矢印キーで入力、Bキーで一番下のコードを削除、スペースキーで決定です。スマホの場合、左下の矢印で入力、真ん中の赤丸で決定となります。\nーーーーーーーーーー色の説明ーーーーーーーーーー\n赤色は触れたら最初の位置に戻されます。他にも、隕石や青色のレーザーに触れても最初の位置に戻されます。\nーーーーーーーーーーー物語ーーーーーーーーーーー\nある研究所で、電脳世界に行けるAIが製作されました。研究所の博士は、「AIがちゃんと電脳世界に行けるかテストをしよう。」と言っています。さて、AIは、無事に現実世界に帰れるのでしょうか?
Realms - A platformer MOBILE FRIENDLY
@Stage\n\nwhen flag clicked\nhide variable [time v]\nforever\n if <(level) < [31]> then\n switch backdrop to (mainland v)\n else\n if <(level) < [61]> then\n switch backdrop to (cave v)\n else\n if <(level) < [91]> then\n switch backdrop to (desert v)\n else\n if <(level) < [121]> then\n switch backdrop to (ocean v)\n else\n switch backdrop to (jungle v)\n end\n end\n end\n end\nend\n\nwhen [v v] key pressed\nask [volume?] and wait\nset volume to (answer) %\n\nwhen [m v] key pressed\nstop all sounds\n\nwhen I receive [finish intro v]\nset volume to (67) %\nforever\n if <(level) < [31]> then\n stop all sounds\n play sound [bensound-anewbeginning \(1\) v] until done\n else\n if <(level) < [61]> then\n stop all sounds\n play sound [Secret Loop 01 v] until done\n else\n if <(level) < [91]> then\n stop all sounds\n play sound [The Desert v] until done\n else\n if <(level) < [121]> then\n stop all sounds\n play sound [seven seas v] until done\n else\n if <(level) < [151]> then\n stop all sounds\n play sound [Elucidate - PaulRHJT v] until done\n else\n stop all sounds\n show variable [time v]\n play sound [Fingerbang v] until done\n end\n end\n end\n end\n end\nend\n\nchange [level v] by (1)\n\nwhen I receive [finish intro v]\nforever\n if <key (t v) pressed?> then\n show variable [time v]\n else\n if <(level) < [151]> then\n hide variable [time v]\n end\n end\nend\n\nset [level v] to [130]\n\nwhen I receive [finish intro v]\nset [time v] to [0]\nforever\n if <(level) < [151]> then\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\n@intro\n\nwhen I start as a clone\nshow\nif <(clone id) = [blur1]> then\n switch costume to (supercatl v)\n set [ghost v] effect to (75)\n set size to (50) %\n go to x: (160) y: (180)\n point in direction (-135)\n glide (0.15) secs to x: (0) y: (0)\n glide (0.15) secs to x: (-240) y: (-140)\nelse\n if <(clone id) = [blur2]> then\n switch costume to (pfp v)\n set [ghost v] effect to (50)\n set size to (50) %\n go to x: (-160) y: (180)\n point in direction (135)\n glide (0.15) secs to x: (0) y: (0)\n glide (0.15) secs to x: (240) y: (-140)\n else\n if <(clone id) = [blur3]> then\n switch costume to (supercat1 v)\n set [ghost v] effect to (25)\n set size to (75) %\n go to x: (0) y: (180)\n point in direction (90)\n repeat (3)\n glide (0.15) secs to x: (0) y: ((((y position) - (50)) / (2)) + (50))\n end\n glide (0.15) secs to x: (0) y: (50)\n wait until <(timer) < [0.1]>\n else\n if <(clone id) = [particles]> then\n go to x: (0) y: (-50)\n point in direction (pick random (1) to (359))\n set [vel v] to [20]\n clear graphic effects\n set size to (pick random (50) to (150)) %\n switch costume to (join [particle] (pick random (1) to (3)))\n repeat (50)\n move (vel) steps\n set [vel v] to ((vel) * (0.9))\n change [ghost v] effect by (2)\n turn right ((2) * ((direction) / ([abs v] of (direction) ))) degrees\n end\n else\n if <(clone id) = [name]> then\n go to x: (0) y: (-50)\n point in direction (45)\n clear graphic effects\n set [ghost v] effect to (100)\n set size to (15) %\n switch costume to (supercat v)\n repeat (10)\n turn right (5) degrees\n change size by (15)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n turn right (-0.5) degrees\n change size by (-5)\n end\n wait until <[0.1] > (timer)>\n set [vel v] to [10]\n repeat (20)\n change [ghost v] effect by (5)\n change x by (vel)\n set [vel v] to ((vel) * (0.9))\n end\n else\n if <(clone id) = [back]> then\n go to x: (0) y: (0)\n point in direction (-45)\n clear graphic effects\n go to [back v] layer\n set [ghost v] effect to (100)\n set size to (100) %\n switch costume to (back v)\n repeat (10)\n turn right (-5) degrees\n change [ghost v] effect by (-5)\n end\n repeat (10)\n turn right (0.5) degrees\n end\n wait until <[0.1] > (timer)>\n set [vel v] to [10]\n repeat (20)\n change [ghost v] effect by (5)\n change x by (vel)\n set [vel v] to ((vel) * (0.9))\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nhide\nset [clone id v] to [blur1]\nset volume to (25) %\nstart sound [good woosh v]\nrepeat (3)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nset [clone id v] to [blur2]\nset volume to (50) %\nstart sound [good woosh v]\nrepeat (3)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nset [clone id v] to [blur3]\nset volume to (100) %\nstart sound [good woosh v]\nrepeat (3)\n create clone of (_myself_ v)\nend\nwait (1) seconds\ngo to x: (0) y: (50)\nshow\nswitch costume to (supercat1 v)\nset size to (75) %\nreset timer\nsupercat [1]\nsupercat [2]\nsupercat [3]\nsupercat [4]\nstart sound [music v]\ncreate name & particles\nrepeat (4)\n supercat [1]\n supercat [2]\n supercat [3]\n supercat [4]\nend\nreset timer\nset [vel v] to [10]\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (vel)\n set [vel v] to ((vel) * (0.9))\nend\nbroadcast (finish intro v)\n\ndefine supercat (#)\nswitch costume to (join [supercat] (#))\nwait (0.15) seconds\n\ndefine create name & particles\nset [clone id v] to [particles]\nrepeat (20)\n create clone of (_myself_ v)\nend\nset [clone id v] to [name]\ncreate clone of (_myself_ v)\nset [clone id v] to [back]\ncreate clone of (_myself_ v)\n\n@platformer extras\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n show\n switch costume to (level)\n go to [back v] layer\nend\n\nstop all sounds\nset [level v] to [109]\n\nset [level v] to [135]\n\n@platformer level\n\nwhen flag clicked\nhide\n\nchange [level v] by (1)\n\nwhen I receive [finish intro v]\nswitch costume to (level 1 v)\nrepeat (10)\n go to [back v] layer\nend\nforever\n show\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\nset [level v] to [119]\n\n@Player\n\nwhen flag clicked\nhide\nset [deaths v] to [0]\nset [level v] to [0001]\nset [wins in a row v] to [0]\nset [highest wins in a row v] to [0]\nswitch costume to (happy v)\nset size to (40) %\ngo to x: (-223) y: (-35)\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\ngo to x: (-223) y: (-35)\nset size to (40) %\n\ndefine platformer\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <not <touching color (#ffa700)?>> then\n change [xv v] by (0.75)\n else\n change [xv v] by (0.3)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <not <touching color (#ffa700)?>> then\n change [xv v] by (-0.75)\n else\n change [xv v] by (-0.3)\n end\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <touching (platformer level v)?> then\n change y by (1)\n if <touching (platformer level v)?> then\n change y by (1)\n if <touching (platformer level v)?> then\n change y by (1)\n if <touching (platformer level v)?> then\n change y by (1)\n if <touching (platformer level v)?> then\n change y by (1)\n if <touching (platformer level v)?> then\n change x by ((xV) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xV) > [0]> then\n if <not <touching color (#ffa700)?>> then\n set [xv v] to [-5]\n else\n set [xv v] to [-3]\n end\n else\n if <not <touching color (#ffa700)?>> then\n set [xv v] to [5]\n else\n set [xv v] to [3]\n end\n end\n if <not <touching color (#ffa700)?>> then\n set [yv v] to [13]\n else\n set [yv v] to [7]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nif <touching color (#f300ff)?> then\n set [yv v] to [21]\nend\nif <<touching color (#1c00ff)?> or <touching color (#3fb90b)?>> then\n if <touching color (#1c00ff)?> then\n set [yv v] to [-4]\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n if <not <touching color (#ffa700)?>> then\n set [yv v] to [-4]\n else\n set [yv v] to [-2]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not <touching color (#ffa700)?>> then\n set [yv v] to [6]\n else\n set [yv v] to [3]\n end\n end\n else\n if <touching color (#3fb90b)?> then\n set [yv v] to [1]\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n if <not <touching color (#ffa700)?>> then\n set [yv v] to [-4]\n else\n set [yv v] to [-2]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not <touching color (#ffa700)?>> then\n set [yv v] to [6]\n else\n set [yv v] to [3]\n end\n end\n end\n end\nend\nchange y by (yV)\nif <touching (platformer level v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (platformer level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <(y position) < [-174]> then\n repeat (4)\n change size by (-10)\n end\n broadcast (die v)\n go to x: (-223) y: (-35)\n set size to (40) %\n set [xv v] to [0]\n change [deaths v] by (1)\n set [wins in a row v] to [0]\n wait (0.1) seconds\n end\nend\nif <touching color (#ff0000)?> then\n broadcast (die v)\n repeat (4)\n change size by (-10)\n end\n go to x: (-223) y: (-35)\n set size to (40) %\n set [xv v] to [0]\n change [deaths v] by (1)\n set [wins in a row v] to [0]\n wait (0.1) seconds\nend\nif <touching color (#bd00ff)?> then\n set y to (300)\nend\nif <(y position) < [-174]> then\n repeat (4)\n change size by (-10)\n end\n go to x: (-223) y: (-35)\n set size to (40) %\n set [xv v] to [0]\n change [deaths v] by (1)\n set [wins in a row v] to [0]\nend\nif <touching color (#fffd00)?> then\n set size to (20) %\nend\nif <touching color (#02ff00)?> then\n set size to (75) %\nend\nif <(x position) > [237]> then\n go to x: (-223) y: (-35)\n set [xv v] to [0]\n broadcast (next level v)\n change [level v] by (1)\n change [wins in a row v] by (1)\n if <(length of (level)) = [1]> then\n set [level v] to (join [000] (level))\n else\n if <(length of (level)) = [2]> then\n set [level v] to (join [00] (level))\n else\n if <(length of (level)) = [3]> then\n set [level v] to (join [0] (level))\n else\n set [level v] to (level)\n end\n end\n end\nend\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nwhen [r v] key pressed\ngo to x: (-223) y: (-35)\nset size to (40) %\n\nwhen I receive [start v]\nshow\nforever\n if <(doing realm?) = [no]> then\n go to [front v] layer\n platformer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-223) y: (-35)\nset size to (40) %\n\nwhen flag clicked\nforever\n if <(wins in a row) > (highest wins in a row)> then\n set [highest wins in a row v] to (wins in a row)\n end\nend\n\nset [yv v] to [1]\n\nwhen flag clicked\nforever\n switch costume to (skin)\nend\n\ngo to x: (px) y: (py)\n\n@REALMS\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nshow list [save code: v]\ndelete all of [save code: v]\n\ndefine new REALM (realm)\nstop all sounds\nswitch costume to ((realm) + (2))\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (none v)\nclear graphic effects\n\nwhen I receive [next level v]\nif <(level) = [0001]> then\n set [doing realm? v] to [yes]\n new REALM [1]\n set [doing realm? v] to [no]\nend\nif <(level) = [0031]> then\n set [doing realm? v] to [yes]\n new REALM [2]\n set [doing realm? v] to [no]\nend\nif <(level) = [0061]> then\n set [doing realm? v] to [yes]\n new REALM [3]\n set [doing realm? v] to [no]\nend\nif <(level) = [0091]> then\n set [doing realm? v] to [yes]\n new REALM [4]\n set [doing realm? v] to [no]\nend\nif <(level) = [0121]> then\n set [doing realm? v] to [yes]\n new REALM [5]\n set [doing realm? v] to [no]\nend\nif <(level) = [0151]> then\n set [doing realm? v] to [yes]\n new REALM [6]\n set [doing realm? v] to [no]\nend\n\nwhen [s v] key pressed\ndelete all of [save code: v]\nadd [copy all below] to [save code: v]\nadd (join (letter (1) of (level)) (join (letter (2) of (level)) (join (letter (3) of (level)) (join (letter (4) of (level)) [3765278519784265781247531275645923891237581835732785961732675836120785623708659728356])))) to [save code: v]\nadd [press space to exit] to [save code: v]\nhide list [save code: v]\nwait until <key (space v) pressed?>\nshow list [save code: v]\n\nwhen [l v] key pressed\nask [input your code] and wait\nif < (answer) contains [3765278519784265781247531275645923891237581835732785961732675836120785623708659728356]?> then\n set [level v] to (join (letter (1) of (answer)) (join (letter (2) of (answer)) (join (letter (3) of (answer)) (letter (4) of (answer)))))\n broadcast (reset v)\n stop all sounds\nelse\n say [sorry, couldn't find a code that matches] for (2) seconds\nend\n\nrepeat (letter (1) of (answer))\n if <[] = [0]> then\n set [level v] to (letter ((letter (1) of (answer)) + ((1) + ())) of (answer))\n else\n set [level v] to (join (level) (letter ((letter (1) of (answer)) + ((1) + ())) of (answer)))\n end\nend\n\ndefine entrance (1)\nswitch costume to ((1) + (2))\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (none v)\nclear graphic effects\n\nset [level v] to [100]\n\nwhen I receive [finish intro v]\nset [doing realm? v] to [no]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\nend\n\nwhen I receive [finish intro v]\nswitch costume to (introduce v)\nwait (2) seconds\nrepeat (5)\n change size by (-5)\nend\nrepeat (5)\n change size by (5)\nend\nentrance [1]\nbroadcast (start v)\n\n@costumes\n\nwhen flag clicked\nforever\n hide\nend\n\n@Thumb\n\nwhen flag clicked\nhide\ngo to [front v] layer\nclear graphic effects\nforever\n reset timer\nend\n\nshow\ngo to [front v] layer\n\nset [level v] to [87]\nset [level v] to [119]\n\nwhen flag clicked\nforever\n if <(timer) > [0]> then\n show\n go to [front v] layer\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I receive [finish intro v]\nhide\n\n@color touch\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nset [shop v] to [0]\nhide\ngo to [back v] layer\nforever\n if <(shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen [p v] key pressed\nif <(shop) = [1]> then\n set [shop v] to [0]\nelse\n set [shop v] to [1]\nend\n\n@skims\n\nwhen flag clicked\nhide\nset [skin v] to [1]\nswitch costume to (happy v)\ngo to x: (-24) y: (34)\nset size to (100) %\nforever\n switch costume to (skin)\n if <(shop) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\n@arrows\n\nwhen flag clicked\nhide\nset size to (100) %\nset [skin v] to [1]\ngo to x: (150) y: (39)\nswitch costume to (positive v)\ncreate clone of (_myself_ v)\ngo to x: (-155) y: (37)\nswitch costume to (negative v)\ncreate clone of (_myself_ v)\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(shop) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n change [skin v] by (1)\n else\n change [skin v] by (-1)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@deaths\n\nwhen flag clicked\nhide\nset [skin v] to [1]\nswitch costume to (happy v)\ngo to x: (-24) y: (-43)\nset size to (100) %\nforever\n switch costume to (effectdie)\n if <(shop) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\n@death\n\nwhen flag clicked\nhide\nset [effectdie v] to [1]\nforever\n switch costume to (effectdie)\nend\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\nwhen I receive [die v]\nhide\nset size to (100) %\nif <(costume [number v]) = [1]> then\n hide\nelse\n if <(costume [number v]) = [2]> then\n make\n repeat (20)\n create clone of (_myself_ v)\n end\n else\n if <(costume [number v]) = [3]> then\n make\n repeat (8)\n create clone of (_myself_ v)\n end\n else\n if <(costume [number v]) = [4]> then\n set size to (100) %\n go to (player v)\n show\n repeat (13)\n change size by (10)\n end\n hide\n else\n if <(costume [number v]) = [5]> then\n go to x: ([x position v] of [player v]) y: (3343434)\n show\n repeat (13)\n change y by (-25)\n end\n hide\n else\n if <(costume [number v]) = [6]> then\n make\n repeat (3)\n create clone of (_myself_ v)\n end\n else\n if <(costume [number v]) = [7]> then\n make\n repeat (3)\n create clone of (_myself_ v)\n end\n else\n if <(costume [number v]) = [8]> then\n make\n set size to (50) %\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (px) y: (py)\ngo to [front v] layer\npoint in direction (pick random (180) to (-180))\nshow\nrepeat (pick random (1) to (20))\n move (2) steps\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine make\nset [px v] to ([x position v] of [player v])\nset [py v] to ([y position v] of [player v])\n\n@arrows2\n\nwhen flag clicked\nhide\nset size to (100) %\nset [skin v] to [1]\ngo to x: (150) y: (-36)\nswitch costume to (positive v)\ncreate clone of (_myself_ v)\ngo to x: (-155) y: (-36)\nswitch costume to (negative v)\ncreate clone of (_myself_ v)\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(shop) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n change [effectdie v] by (1)\n else\n change [effectdie v] by (-1)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@trails\n\nwhen flag clicked\nhide\nset [trail v] to [1]\nswitch costume to (happy v)\ngo to x: (-24) y: (-120)\nset size to (100) %\nforever\n switch costume to (trail)\n if <(shop) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\nwhen flag clicked\nhide\nset [trail v] to [1]\nswitch costume to (happy v)\ngo to x: (-24) y: (-120)\nset size to (100) %\nforever\n if <<(costume [number v]) = [7]> or <(trail) = [-7]>> then\n change [color v] effect by (2)\n else\n clear graphic effects\n end\nend\n\n@arrows3\n\nwhen flag clicked\nhide\nset size to (100) %\nset [skin v] to [1]\ngo to x: (150) y: (-120)\nswitch costume to (positive v)\ncreate clone of (_myself_ v)\ngo to x: (-155) y: (-120)\nswitch costume to (negative v)\ncreate clone of (_myself_ v)\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(shop) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n change [trail v] by (1)\n else\n change [trail v] by (-1)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@trail\n\nwhen flag clicked\nclear graphic effects\nhide\nset [trail v] to [1]\ngo to x: (-24) y: (-120)\nset size to (100) %\nforever\n switch costume to (trail)\n create clone of (_myself_ v)\nend\n\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\n\nforever\n if <touching color (#3fbe13)?> then\n say [Hello!] for (2) seconds\n end\nend\n\nset [yv v] to [1]\n\nwhen flag clicked\nhide\nset [trail v] to [1]\nswitch costume to (happy v)\ngo to x: (-24) y: (-120)\nset size to (100) %\nforever\n if <<(costume [number v]) = [7]> or <(trail) = [-7]>> then\n change [color v] effect by (5)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (-3)\ngo to (player v)\nif <(costume [number v]) = [11]> then\n set [color v] effect to (pick random (-200) to (200))\nend\ngo to [back v] layer\nshow\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to (player v)\nforever\n show\nend\n\n
OK STOP ASKING FOR SKIPS I WON'T ADD THEM BECAUSE I WANT YOU TO USE SKILL.\nTHIS IS MY FINAL REALMS.\n\nP for shop\nv to change volume\nT to check your time for speedrunning\narrows or wasd or mobile to move\nS to save\nL to load\nyes, it saves.\ncan you find how to get skins?\n(to use skins press numbers 0 to 9)\nhint: skins by levels deaths levels in a row.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n>:( AHH! YOU FOUND ME!
Winter-A 3D Platformer #all #games #Pen
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nforever\n if <(Music on?) = [yes]> then\n play sound [Music! v] until done\n end\nend\n\n@Sprite3\n\nhide\n\nwhen I receive [device? v]\ngo to x: (0) y: (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nwait (0.1) seconds\nbroadcast (Instructions v)\n\nwhen I receive [hide v]\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nbroadcast (Device? v)\n\n@Sprite2\n\nwhen flag clicked\nset [info? v] to [0]\nswitch costume to (player left v)\nbroadcast (Menu v)\nhide\n\nhide\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nforever\n\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\nelse\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\nend\n\nwhen this sprite clicked\n\nbroadcast (hide v)\nwait (0.1) seconds\n\nwhen I receive [instructions v]\nwait until <key (z v) pressed?>\ngo to [back v] layer\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\nbroadcast (Start v)\n\nwait (1) seconds\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (z v) pressed?>\ngo to [back v] layer\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\nwait (1) seconds\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [info v]\nset [info? v] to [1]\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (z v) pressed?>\ngo to [back v] layer\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\nset [info? v] to [0]\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite4\n\nwhen flag clicked\n\nbroadcast (Device? v)\n\nhide\n\nwhen I receive [device? v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nwait (0.1) seconds\nbroadcast (Options v)\n\nwhen I receive [hide v]\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nbroadcast (Device? v)\n\n@Sprite5\n\nwhen flag clicked\n\nhide\n\nwhen I receive [device? v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nwait (0.1) seconds\nbroadcast (Credit v)\n\nwhen I receive [hide v]\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nbroadcast (Device? v)\n\n@3D engine\n\ndefine Turn and Move\nchange [rot x v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (Rotation Speed))\nchange [rot y v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (Rotation Speed))\nif <[90] < (rot Y)> then\n set [rot y v] to [89]\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-89]\nend\nCalculate Trig Values (rot X) (rot Y)\nchange [zvel v] by (((<key (w v) pressed?> - <key (s v) pressed?>) * (cos Y)) * (Speed))\nchange [xvel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * (sin Y)) * (Speed))\nchange [zvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (sin Y)) * (Speed))\nchange [xvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (cos Y)) * (Speed))\nPhysics\n\nset [speed v] to [3]\n\nwhen flag clicked\n\ndefine Draw square| Insert the 2 corners (x1) (y1) (z1) (x2) (y2) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x2) (y1) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x1) (y2) (z1)\n\ndefine Wire Frame\nset pen size to (20)\nchange pen (brightness v) by (-10)\ngo to x: ((FOV) * ((x1) / (z1))) y: ((FOV) * ((y1) / (z1)))\npen down\ngo to x: ((FOV) * ((x2) / (z2))) y: ((FOV) * ((y2) / (z2)))\ngo to x: ((FOV) * ((X3) / (Z3))) y: ((FOV) * ((Y3) / (Z3)))\ngo to x: ((FOV) * ((x1) / (z1))) y: ((FOV) * ((y1) / (z1)))\npen up\n\nLevel design [X] [Y] [Z] [Type]\n\nMoving platform [X1] [Y1] [Z1] to [X2] [Y2] [Z2] Speed [Speed] Platform type [Type]\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nset size to (Infinity) %\nswitch costume to (costume1 v)\nReset\nset [level v] to [1]\nforever\n if <not <(Level) = [7]>> then\n erase all\n Level\n Turn and Move\n if <(touching end) = [yes]> then\n change [level v] by (1)\n end\n end\nend\n\nwhen flag clicked\nerase all\nset [rot x v] to [-1080]\nset [rot y v] to [-24]\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\npen up\n\ndefine 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 Calculate Trig Values (x) (y)\nset [sin x v] to ([sin v] of (y) )\nset [cos x v] to ([cos v] of (y) )\nset [sin y v] to ([sin v] of (x) )\nset [cos y v] to ([cos v] of (x) )\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 <(Player y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(Player y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(Player Z) < ((item (i) of [cube z pos v]) - (100))>> and <not <(Player Z) > ((item (i) of [cube z pos v]) + (100))>>> and <<not <(Player x) < ((item (i) of [cube x pos v]) - (100))>> and <not <(Player x) > ((item (i) of [cube x pos v]) + (100))>>>>> then\n if <not <(item (i) of [platform type v]) = [Player]>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n end\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Bounce]> then\n set [y vel v] to [30]\n else\n if <(item (i) of [platform type v]) = [Water]> then\n set [y vel v] to ((Y vel) * (0.9))\n set [xvel v] to ((Xvel) * (0.5))\n set [zvel v] to ((Zvel) * (0.5))\n set [falling? v] to [0]\n else\n if <(item (i) of [platform type v]) = [dirt]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Up]> then\n set [y vel v] to [10]\n else\n if <(item (i) of [platform type v]) = [Down]> then\n set [y vel v] to [-21]\n else\n if <(item (i) of [platform type v]) = [End]> then\n set [touching end v] to [yes]\n change [level v] by (1)\n Reset\n end\n end\n end\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 [player y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [player z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [player x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nif <(Person view) = [3]> then\n Set up 3rd person view cam (Player x) (Player y) (Player Z) [200] [200]\n Level design ((Player x) / (100)) (((Player y) - (10)) / (100)) ((Player Z) / (100)) [Player]\nelse\n Set Up First person view\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling? v] to [0]\n end\n set [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 [player z v] by (-1)\n else\n change [player z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [player x v] to [0]\nset [player y v] to [150]\nset [player z v] to [0]\nset [y vel v] to [0]\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 Create a Platform at x [0] y [0] z [0]\n Create a Platform at x [0] y [0] z [4]\n Create a Platform at x [0] y [0] z [8]\n Create a Platform at x [0] y [0] z [12]\n Level design [0] [1] [16] [End]\nelse\n if <(Level) = [2]> then\n Create a Platform at x [0] y [0] z [0]\n Level design [0] [0] [4] [Bounce]\n Level design [0] [0] [8] [Lava]\n Level design [0] [0] [12] [Bounce]\n Level design [0] [0] [16] [Lava]\n Level design [0] [0] [20] [Bounce]\n Level design [0] [0] [28] [End]\n end\n if <(Level) = [3]> then\n Create a Platform at x [0] y [0] z [0]\n Level design [0] [0] [3] [Up]\n Level design [0] [0] [6] [Up]\n Create a Platform at x [0] y [0] z [9]\n Level design [0] [0] [11] [Lava]\n Create a Platform at x [0] y [0] z [12]\n Level design [0] [0] [14] [Lava]\n Level design [0] [0] [15] [End]\n end\n if <(Level) = [4]> then\n Create a Platform at x [0] y [0] z [0]\n Level design [0] [0] [5] [down]\n Level design [0] [-3] [7] [down]\n Create a Platform at x [0] y [-6] z [8]\n Level design [0] [-6] [10] [Bounce]\n Create a Platform at x [0] y [-3] z [14]\n Level design [0] [-3] [16] [End]\n end\n if <(Level) = [5]> then\n Create a Platform at x [0] y [0] z [0]\n Level design [0] [-6] [0] [End]\n end\n if <(Level) = [6]> then\n Create a Platform at x [0] y [0] z [0]\n Level design [-3] [0] [5] [Bounce]\n Level design [3] [0] [10] [Bounce]\n Level design [-3] [0] [15] [Bounce]\n Level design [3] [0] [20] [Bounce]\n Create a Platform at x [0] y [0] z [25]\n Level design [0] [0] [27] [Lava]\n Create a Platform at x [0] y [0] z [29]\n Level design [0] [0] [31] [Lava]\n Create a Platform at x [0] y [0] z [33]\n Level design [0] [0] [35] [End]\n end\n if <(Level) = [7]> then\n erase all\n end\nend\n\nLevel design [0] [0] [-1] [Platform]\nLevel design [0] [0] [1] [Platform]\nLevel design [0] [0] [2] [Bounce]\nLevel design [0] [-1] [2] [Bounce]\nCreate a cube at x [0] y [4] z [5] Type [Platform]\nLevel design [0] [4] [8] [Bounce]\nLevel design [0] [4] [12] [Bounce]\nLevel design [0] [4] [16] [Bounce]\nLevel design [0] [4] [20] [Platform]\nLevel design [0] [4] [25] [End]\nLevel design [0] [3] [20] [dirt]\nCreate a cube at x [0] y [3] z [5] Type [dirt]\nLevel design [0] [-1] [0] [dirt]\nLevel design [0] [-1] [-1] [dirt]\nLevel design [0] [-1] [1] [dirt]\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Select color (item (ii) of [platform type v])\n Draw Filled Cube At (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v])\n end\nend\nDraw Crosshair\n\nwhen flag clicked\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#ffffff)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#3492ff)\n else\n if <(current platform type) = [Water]> then\n set pen color to (#207cff)\n else\n if <(current platform type) = [Bounce]> then\n set pen color to (#f020ff)\n else\n if <(current platform type) = [End]> then\n set pen color to (#50ffe4)\n else\n if <(current platform type) = [dirt]> then\n set pen color to (#00b6ff)\n else\n if <(current platform type) = [down]> then\n set pen color to (#b200ff)\n else\n if <(current platform type) = [Up]> then\n set pen color to (#f8a4ff)\n else\n if <(current platform type) = [Player]> then\n set pen color to (#faff00)\n end\n end\n end\n end\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 Moving platform (x1) (y1) (z1) to (x2) (y2) (z2) Speed (speed) Platform type (type)\nset [speed sin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nLevel design (((((x2) - (x1)) / (2)) * (speed Sin)) + (x1)) (((((y2) - (y1)) / (2)) * (speed Sin)) + (y1)) (((((z2) - (z1)) / (2)) * (speed Sin)) + (z1)) (type)\n\ndefine Set up 3rd person view cam (player x) (player y) (player z) (distance) (height)\nset [cam x v] to ((player x) + (((distance) * (sin Y)) * (cos X)))\nset [cam z v] to ((player z) + ((((distance) * (-1)) * (cos Y)) * (cos X)))\nset [cam y v] to ((player y) + ((distance) * ((sin X) * (-1))))\n\ndefine Draw Filled Cube At (x) (y) (z)\nif <(cam z) < ((z) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam z) > ((z) + (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\nend\nif <(cam x) > ((x) + (50))> then\n Draw square| Insert the 2 corners ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam x) < ((x) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam y) > ((y) + (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Fill 3D Tri ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam y) < ((y) - (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Fill 3D Tri ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\n\ndefine Fill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nX Y Z Setup (x1) (y1) (z1)\nset [x1 v] to (X3)\nset [y1 v] to (Y3)\nset [z1 v] to (Z3)\nX Y Z Setup (x2) (y2) (z2)\nset [x2 v] to (X3)\nset [y2 v] to (Y3)\nset [z2 v] to (Z3)\nX Y Z Setup (x3) (y3) (z3)\nif <not <<(z1) < [1]> and <<(z2) < [1]> and <(Z3) < [1]>>>> then\n Z Clip\n set pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (6))\n Wire Frame\n change pen (brightness v) by (10)\n fill ((FOV) * ((x1) / (z1))) ((FOV) * ((y1) / (z1))) ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2))) ((FOV) * ((X3) / (Z3))) ((FOV) * ((Y3) / (Z3))) resolution: (1)\nend\n\ndefine Set Point (x) (y) (z)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [z3 v] to (z)\n\ndefine X Y Z Setup (x) (y) (z)\nSet Point ((x) - (cam x)) [] ((z) - (cam z))\nSet Point (((Z3) * (sin Y)) + ((X3) * (cos Y))) ((y) - (cam y)) (((Z3) * (cos Y)) - ((X3) * (sin Y)))\nSet Point (X3) (((Y3) * (cos X)) - ((Z3) * (sin X))) (((Y3) * (sin X)) + ((Z3) * (cos X)))\n\ndefine Z Clip\nif <(z1) < [1]> then\n set [z1 v] to [1]\nend\nif <(z2) < [1]> then\n set [z2 v] to [1]\nend\nif <(Z3) < [1]> then\n set [z3 v] to [1]\nend\n\ndefine Set Up First person view\nset [cam x v] to (Player x)\nset [cam z v] to (Player Z)\nset [cam y v] to (Player y)\n\nwhen [1 v] key pressed\nset [person view v] to [1]\n\nwhen [2 v] key pressed\nset [person view v] to [3]\n\ndefine Draw Crosshair\n\nset pen size to (2)\nset pen color to (#ffffff)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\ngo to x: (0) y: (0)\ngo to x: (0) y: (-10)\ngo to x: (0) y: (10)\npen up\n\nLevel design [1] [0] [0] [Platform]\nLevel design [-1] [0] [0] [Platform]\nLevel design [0] [0] [0] [Platform]\nLevel design [1] [0] [1] [Platform]\nLevel design [-1] [0] [1] [Platform]\nLevel design [0] [0] [1] [Platform]\nLevel design [1] [0] [-1] [Platform]\nLevel design [-1] [0] [-1] [Platform]\nLevel design [0] [0] [-1] [Platform]\n\nwhen I receive [start v]\nforever\n if <(info?) = [0]> then\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\n end\nend\n\nchange [cos y2 v] by (0.7)\n\nchange [xvel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * (sin Y2)) * (Speed))\nchange [zvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (sin Y2)) * (Speed))\nchange [xvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (cos Y2)) * (Speed))\nPhysics\n\nset [falling? v] to [0]\nset [y vel v] to ((Y vel) * (0.9))\nset [xvel v] to ((Xvel) * (0.5))\nset [zvel v] to ((Zvel) * (0.5))\n\ndefine Create a cube at x (x) y (y) z (z) Type (type)\nLevel design ((x) + (1)) (y) (z) (type)\nLevel design ((x) - (1)) (y) (z) (type)\nLevel design (x) (y) (z) (type)\nLevel design ((x) + (1)) (y) ((z) + (1)) (type)\nLevel design ((x) - (1)) (y) ((z) + (1)) (type)\nLevel design (x) (y) ((z) + (1)) (type)\nLevel design ((x) + (1)) (y) ((z) - (1)) (type)\nLevel design ((x) - (1)) (y) ((z) - (1)) (type)\nLevel design (x) (y) ((z) - (1)) (type)\n\nLevel design [0] [3] [2] [Something]\n\nwhen flag clicked\nset [info 1 v] to [0]\n\nif <(current platform type) = [Something]> then\n set pen color to (#ffd000)\nelse\n if <(current platform type) = [dirt]> then\n set pen color to (#ff8800)\n else\n if <(current platform type) = [Player]> then\n set pen color to (#ff9e30)\n end\n end\nend\n\nset pen color to (#ff9400)\n\nLevel design [0] [0] [0] [Platform]\nLevel design [0] [0] [-1] [Platform]\nLevel design [0] [0] [1] [Platform]\nLevel design [0] [0] [2] [Bounce]\nCreate a cube at x [0] y [4] z [5] Type [Platform]\nLevel design [0] [4] [8] [Bounce]\nLevel design [0] [4] [12] [Bounce]\nLevel design [0] [4] [16] [Bounce]\nLevel design [0] [4] [20] [Platform]\nLevel design [0] [4] [25] [End]\nLevel design [0] [3] [20] [dirt]\nCreate a cube at x [0] y [3] z [5] Type [dirt]\nLevel design [0] [-1] [0] [dirt]\nLevel design [0] [-1] [-1] [dirt]\nLevel design [0] [-1] [1] [dirt]\n\nLevel design [0] [-1] [0] [dirt]\n\nset [info 1 v] to [1]\n\nwhen I receive [change level v]\n\nwait (0.5) seconds\n\nwhen flag clicked\nset [moving platformer y v] to [0]\nforever\n repeat (15)\n change [moving platformer y v] by (-0.25)\n end\n wait (1) seconds\n repeat (15)\n change [moving platformer y v] by (0.25)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nset [rotation speed v] to [4]\n\nLevel design [0] [0] [8] [lava]\nLevel design [0] [0] [11] [bounce]\nLevel design [0] [0] [14] [lava]\nLevel design [0] [0] [18] [Bounce]\nLevel design [0] [0] [21] [lava]\nLevel design [0] [0] [24] [End]\n\nLevel design [0] [0] [4] [Platform]\nLevel design (moving Platformer y) [-1] [4] [dirt]\n\nLevel design [0] [0] [0] [Platform]\nLevel design [0] [-1] [0] [dirt]\nCreate a cube at x (moving Platformer y) y [0] z [4] Type [Platform]\nCreate a cube at x (moving Platformer y) y [-1] z [4] Type [Dirt]\nLevel design [-5] [0] [8] [Platform]\nLevel design [-5] [-1] [8] [dirt]\nLevel design [-5] [-4] [13] [Bounce]\nLevel design [-5] [0] [16] [Platform]\nLevel design [-5] [-1] [16] [dirt]\nLevel design [-5] [0] [17] [End]\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n erase all\n end\nend\n\nwhen I receive [reset v]\nReset\n\n\n\ndefine Create a Platform at x (x) y (y) z (z)\nLevel design (x) (y) (z) [Platform]\nLevel design (x) ((y) - (1)) (z) [dirt]\n\nset pen color to (#ff0054)\n\nCreate a Platform at x [0] y [0] z [0]\nLevel design [0] [0] [3] [Up]\nLevel design [0] [0] [6] [Up]\nCreate a Platform at x [0] y [0] z [9]\nLevel design [0] [0] [11] [Lava]\nCreate a Platform at x [0] y [0] z [12]\nLevel design [0] [0] [14] [Lava]\nLevel design [0] [0] [15] [End]\n\n@Sprite1\n\nwhen I receive [options v]\ngo to x: (0) y: (50)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nbroadcast (Credit v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [music on? v] to [yes]\n else\n set [music on? v] to [no]\n end\nend\n\nwhen this sprite clicked\nstart sound [Coin v]\nif <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nforever\n\nset [music on? v] to [yes]\n\nset [music on? v] to [no]\n\nwhen I receive [menu v]\nhide\n\nwait (1) seconds\n\nif then\n set [music on? v] to [yes]\nend\nif <(costume [number v]) = [1]> then\n set [music on? v] to [no]\nend\n\nforever\nend\n\nset [music on? v] to [yes]\n\nset [music on? v] to [yes]\n\n@Sprite6\n\nwhen I receive [options v]\nshow variable [rotation speed v]\ngo to x: (0) y: (-30)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nbroadcast (Credit v)\n\nforever\n\nset [music on? v] to [yes]\n\nset [music on? v] to [no]\n\nwhen I receive [menu v]\nhide variable [speed v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nbroadcast (Device? v)\n\nwhen I receive [options v]\ngo to x: (5) y: (-150)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Menu v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\n\nbroadcast (Device? v)\n\nstart sound [Jump v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nhide\nset [ghost v] effect to (0)\n\nbroadcast (hide v)\nwait (0.1) seconds\n\nwhen I receive [credit v]\ngo to x: (5) y: (-150)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\nend\n\n@Sprite8\n\nwhen I receive [credit v]\ngo to x: (0) y: (-30)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nbroadcast (Credit v)\n\nwhen flag clicked\nforever\n\nwhen this sprite clicked\n\nif <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nforever\n\nset [music on? v] to [yes]\n\nset [music on? v] to [no]\n\nwhen I receive [menu v]\nhide variable [rotation speed v]\nhide\n\nshow variable [speed v]\n\n@Sprite9\n\nwhen flag clicked\nerase all\nset [level v] to [1]\nrepeat until <(Level) = [7]>\n hide\nend\nset size to (1) %\nshow\nrepeat (100)\n change size by (1)\nend\n\nforever\n \nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nbroadcast (Device? v)\n\nwhen I receive [start v]\ngo to x: (170) y: (-140)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n set [brightness v] effect to (10)\n repeat until <[101] > (size)>\n change size by (-3)\n end\n end\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = [7]>> then\n set [touching end v] to [yes]\n change [level v] by (1)\n broadcast (reset v)\n wait (0.7) seconds\nend\n\nwhen I receive [skip v]\n\nset [explode second 1 v] to [3]\n\nset [__current end z__ v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [menu v]\n\nbroadcast (Device? v)\n\nwhen I receive [credit v]\n\nwhen I receive [credit v]\ngo to x: (5) y: (-150)\n\n@Sprite11\n\nforever\n \nend\n\nwhen flag clicked\nhide\n\nclear graphic effects\n\n
Winter, a 3d platformer, [ games , art, all , Tutorials]
@Stage\n\n@Sprite1\n\n@engine\n\ndefine Draw letter (letter) at x (x) y (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((2) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[:] = (letter)> then\n change x by ((5) * (s))\n change y by ((5) * (s))\n pen down\n pen up\n change y by ((10) * (s))\n pen down\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[/] = (letter)> then\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[?] = (letter)> then\n pen down\n pen up\n change y by ((5) * (s))\n pen down\n change y by ((7) * (s))\n change x by ((5) * (s))\n change y by ((8) * (s))\n change x by ((-5) * (s))\n pen up\nend\n\ndefine Phrase (p) starting at (x) (y) size: (s)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [letter v] to [0]\nrepeat (length of (p))\n change [letter v] by (1)\n Draw letter (letter (Letter) of (p)) at x (X3) y (Y3) Size (s)\n change [x3 v] by ((15) * (s))\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 fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\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 Sort\nset [dummy variable v] to [0]\nrepeat (length of [distance info v])\n change [dummy variable v] by (1)\n if <(Dummy Variable) < [10]> then\n set [dummy variable v] to (join [0] (Dummy Variable))\n end\n replace item (Dummy Variable) of [distance info v] with (((item (Dummy Variable) of [distance info v]) * (100)) + (Dummy Variable))\nend\nrepeat (length of [distance info v])\n set [dummy variable v] to [0]\n set [dummy 2 v] to [0]\n repeat ((length of [distance info v]) - (1))\n change [dummy variable v] by (1)\n if <(item (Dummy Variable) of [distance info v]) < (item ((Dummy Variable) + (1)) of [distance info v])> then\n set [dummy 2 v] to (item ((Dummy Variable) + (1)) of [distance info v])\n replace item ((Dummy Variable) + (1)) of [distance info v] with (item (Dummy Variable) of [distance info v])\n replace item (Dummy Variable) of [distance info v] with (Dummy 2)\n end\n end\nend\n\ndefine Draw Cube at (x) (y) (z) length of each side (xl) (yl) (zl) t (t)\nset pen size to (5)\nset [distance v] to (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) ))\nif <[snow] = (t)> then\n set pen color to (#ffffff)\nend\nif <[ground] = (t)> then\n set pen color to (#ff9f00)\nend\nif <[player] = (t)> then\n set pen color to (#59ff00)\nend\nif <[end] = (t)> then\n set pen color to (#00ffd8)\n set pen (color v) to ((timer) * (30))\nend\nif <[bounce] = (t)> then\n set pen color to (#ffe900)\nend\nif <[lava] = (t)> then\n set pen color to (#00ffd8)\n set pen (color v) to ((([cos v] of (((timer) - (3)) * (100)) ) * (2)) - (-3))\nend\nif <[front] = (t)> then\n set pen color to (#005ada)\nend\nif <[gravity] = (t)> then\n set pen color to (#ff9400)\nend\nif <[yes] = (_)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n Draw square ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nelse\n if <((z) + ((zl) / (2))) < (cam z)> then\n set pen (brightness v) to (75)\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\n end\n if <(cam z) < ((z) - ((zl) / (2)))> then\n set pen (brightness v) to (75)\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n end\n if <((x) + ((xl) / (2))) < (cam x)> then\n set pen (brightness v) to (100)\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n end\n if <(cam x) < ((x) - ((xl) / (2)))> then\n set pen (brightness v) to (100)\n Draw square ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n end\n if <((y) + ((yl) / (2))) < (cam y)> then\n set pen (brightness v) to (90)\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2)))\n change pen (brightness v) by (-10)\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2)))\n change pen (brightness v) by (-10)\n end\n if <(cam y) < ((y) - ((yl) / (2)))> then\n set pen (brightness v) to (90)\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n change pen (brightness v) by (10)\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\n end\n change pen (brightness v) by (10)\n set pen (brightness v) to (100)\nend\n\nwhen flag clicked\nbroadcast (Start v)\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 Draw cubes\nset pen size to (5)\nCalculate Trig Values\nset [loop v] to [0]\nrepeat (length of [distance info v])\n change [loop v] by (1)\n set [dummy 2 v] to (join (letter ((length of (item (Loop) of [distance info v])) - (1)) of (item (Loop) of [distance info v])) (letter (length of (item (Loop) of [distance info v])) of (item (Loop) of [distance info v])))\n Draw Cube at (item (Dummy 2) of [x v]) (item (Dummy 2) of [y v]) (item (Dummy 2) of [z v]) length of each side (item (Dummy 2) of [xl v]) (item (Dummy 2) of [yl v]) (item (Dummy 2) of [zl v]) t (item (Dummy 2) of [types v])\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (Rotation Y) )\nset [cos x v] to ([cos v] of (Rotation Y) )\nset [sin y v] to ([sin v] of (Rotation X) )\nset [cos y v] to ([cos v] of (Rotation 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 Get Level\ndelete all of [types v]\ndelete all of [x v]\ndelete all of [xl v]\ndelete all of [y v]\ndelete all of [yl v]\ndelete all of [z v]\ndelete all of [zl v]\ndelete all of [distance info v]\nAdd Cube (Player x) (Player y) (Player z) lengths [30] [30] [30] type: [player]\nif <[1] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [150] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [150] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [300] lengths [50] [10] [50] type: [bounce]\n Add Cube [0] [150] [400] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [125] [400] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [200] [500] lengths [50] [50] [50] type: [end]\nend\nif <[2] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [200] lengths [50] [10] [75] type: [snow]\n Add Cube [0] [-25] [200] lengths [50] [40] [75] type: [ground]\n Add Cube [0] [0] [400] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [400] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [450] lengths [50] [10] [50] type: [front]\n Add Cube [0] [0] [700] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [700] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [50] [800] lengths [50] [50] [50] type: [end]\nend\nif <[3] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [-150] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [-150] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [-300] [0] [150] lengths [50] [10] [50] type: [snow]\n Add Cube [-300] [-25] [150] lengths [50] [40] [50] type: [ground]\n Add Cube [-300] [0] [300] lengths [50] [10] [50] type: [bounce]\n Add Cube [-300] [150] [400] lengths [50] [10] [50] type: [front]\n Add Cube [-300] [150] [700] lengths [50] [10] [50] type: [bounce]\n Add Cube [-300] [275] [800] lengths [50] [10] [50] type: [snow]\n Add Cube [-300] [250] [800] lengths [50] [40] [50] type: [ground]\n Add Cube [-300] [300] [900] lengths [50] [40] [50] type: [end]\nend\nif <[4] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [-150] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [-150] lengths [50] [40] [50] type: [ground]\n Add Cube [150] [0] [-150] lengths [50] [10] [50] type: [snow]\n Add Cube [150] [-25] [-150] lengths [50] [40] [50] type: [ground]\n Add Cube [300] [0] [-300] lengths [50] [10] [50] type: [snow]\n Add Cube [300] [-25] [-300] lengths [50] [40] [50] type: [ground]\n Add Cube [300] [0] [-350] lengths [50] [10] [50] type: [lava]\n Add Cube [300] [0] [-400] lengths [50] [10] [50] type: [snow]\n Add Cube [300] [-25] [-400] lengths [50] [40] [50] type: [ground]\n Add Cube [300] [-25] [-350] lengths [50] [40] [50] type: [ground]\n Add Cube [300] [-25] [-500] lengths [50] [50] [50] type: [end]\nend\nif <[5] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [10] [50] lengths [50] [30] [50] type: [lava]\n Add Cube [0] [-25] [50] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [100] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [100] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [10] [150] lengths [50] [30] [50] type: [lava]\n Add Cube [0] [-25] [150] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [200] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [200] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [400] lengths [50] [10] [75] type: [snow]\n Add Cube [0] [-25] [400] lengths [50] [40] [75] type: [ground]\n Add Cube [0] [0] [600] lengths [50] [10] [75] type: [snow]\n Add Cube [0] [-25] [600] lengths [50] [40] [75] type: [ground]\n Add Cube [0] [0] [800] lengths [50] [10] [75] type: [bounce]\n Add Cube [0] [-25] [800] lengths [50] [40] [75] type: [bounce]\n Add Cube [0] [100] [900] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [75] [900] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [125] [1000] lengths [50] [50] [50] type: [end]\nend\nif <[6] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [100] [-150] [0] lengths [50] [10] [50] type: [snow]\n Add Cube [100] [-175] [0] lengths [50] [40] [50] type: [ground]\n Add Cube [100] [-150] [-150] lengths [50] [10] [50] type: [snow]\n Add Cube [100] [-175] [-150] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [-150] [-300] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-175] [-300] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [-100] [-450] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-125] [-450] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [-50] [-600] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-75] [-600] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [0] [-750] lengths [50] [10] [50] type: [snow]\n Add Cube [0] [-25] [-750] lengths [50] [40] [50] type: [ground]\n Add Cube [0] [-100] [-950] lengths [50] [50] [50] type: [end]\nend\nif <[7] = (_Level)> then\n stop [other scripts in sprite v]\n broadcast (End v)\n stop [this script v]\nend\n\ndefine Add Cube (x) (y) (z) lengths (xl) (yl) (zl) type: (t)\nif <(round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) < [500]> then\n add (x) to [x v]\n add (y) to [y v]\n add (z) to [z v]\n add (xl) to [xl v]\n add (yl) to [yl v]\n add (zl) to [zl v]\n add (t) to [types v]\n add (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) to [distance info v]\nend\n\ndefine Reset\nset [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\nset [cam y v] to ((Player y) + ((100) * ((-1) * ([sin v] of (Rotation Y) ))))\nset [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nset [cam speed v] to [1]\nset [rotation y v] to [-45]\nset [rotation x v] to [0]\nset [player x v] to [0]\nset [player y v] to [100]\nset [player z v] to [0]\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\ndefine Sense (x) (y) (z) w (xl) (yl) (zl) Type (t)\nif <<<((Player z) + (15)) > ((z) - ((zl) / (2)))> and <((Player z) + (-15)) < ((z) + ((zl) / (2)))>> and <<<((Player y) + (15)) > ((y) - ((yl) / (2)))> and <((Player y) + (-15)) < ((y) + ((yl) / (2)))>> and <<((Player x) + (15)) > ((x) - ((xl) / (2)))> and <((Player x) + (-15)) < ((x) + ((xl) / (2)))>>>> then\n add (t) to [touching? v]\nend\n\ndefine Detect\ndelete all of [touching? v]\nset [loop v] to [1]\nrepeat (length of [types v])\n Sense (item (Loop) of [x v]) (item (Loop) of [y v]) (item (Loop) of [z v]) w (item (Loop) of [xl v]) (item (Loop) of [yl v]) (item (Loop) of [zl v]) Type (item (Loop) of [types v])\n change [loop v] by (1)\nend\n\ndefine Settings\nif <key (right arrow v) pressed?> then\n change [rot y vel. v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [rot y vel. v] by (1)\nend\nif <key (up arrow v) pressed?> then\n change [rot x vel. v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [rot x vel. v] by (-1)\nend\nif <key (w v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nif <key (s v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (a v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (d v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nset [player z vel. v] to ((Player z vel.) * (0.8))\nset [rot x vel. v] to ((Rot x vel.) * (0.9))\nset [rot y vel. v] to ((Rot y vel.) * (0.9))\nchange [player z v] by (Player z vel.)\nchange [rotation y v] by (round (Rot x vel.))\nchange [rotation x v] by (round (Rot y vel.))\nif <(Rotation Y) < [-90]> then\n set [rotation y v] to [-90]\nend\nif <[90] < (Rotation Y)> then\n set [rotation y v] to [90]\nend\nDetect\nif <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (-10)\n change [player z v] by ((Player z vel.) * (-1))\n set [player z vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (w v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (s v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nif <key (a v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (d v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nset [player x vel. v] to ((Player x vel.) * (0.8))\nchange [player x v] by (Player x vel.)\nDetect\nif <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (-10)\n change [player x v] by ((Player x vel.) * (-1))\n set [player x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nDetect\nchange [player y vel. v] by ((-1) * (_Gravity))\nchange [player y v] by (Player y vel.)\nchange [_air? v] by (1)\nDetect\nif <[touching? v] contains [lava]?> then\n Reset\nend\nDetect\nif <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by ((-1) * (Player y vel.))\n set [player y vel. v] to [0]\n set [_air? v] to [0]\nend\nif <key (space v) pressed?> then\n if <(_air?) < [8]> then\n set [player y vel. v] to [10]\n end\nelse\n change [_air? v] by (8)\nend\nDetect\nif <[touching? v] contains [end]?> then\n change [_level v] by (1)\n Reset\nend\nif <[touching? v] contains [bounce]?> then\n set [player y vel. v] to [20]\n set [_air? v] to [0]\nend\nif <[touching? v] contains [front]?> then\n set [player y vel. v] to [15]\n set [player z vel. v] to [50]\n set [_air? v] to [0]\nend\n\ndefine Get Point (x) (y) (z)\nSet Point 1: ((x) - (cam x)) ((y) - (cam y)) ((z) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nZ Clipping\nSet Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n\ndefine Draw square (x) (y) (z) - (x2) (y2) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x2) (y) (z2)\nchange pen (brightness v) by (-20)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x) (y2) (z)\nchange pen (brightness v) by (20)\n\ndefine 3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\ndelete all of [tri x v]\ndelete all of [tri y v]\ndelete all of [tri z v]\nGet Point (x1) (y1) (z1)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x2) (y2) (z2)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x3) (y3) (z3)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nif <not <<(item (1) of [tri z v]) < (near plane)> and <<(item (2) of [tri z v]) < (near plane)> and <(item (3) of [tri z v]) < (near plane)>>>> then\n if <not <[0] = (item (1) of [tri z v])>> then\n if <not <[0] = (item (2) of [tri z v])>> then\n if <not <[0] = (item (3) of [tri z v])>> then\n fill (item (1) of [tri x v]) (item (1) of [tri y v]) (item (2) of [tri x v]) (item (2) of [tri y v]) (item (3) of [tri x v]) (item (3) of [tri y v]) resolution: (1)\n end\n end\n end\nend\nset pen size to (5)\n\nDraw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nDraw Line (x1) (y1) (z1) to (x3) (y3) (z3)\nDraw Line (x2) (y2) (z2) to (x3) (y3) (z3)\n\nwhen I receive [start v]\nerase all\nset pen size to (2)\nset pen color to (#30cebd)\nReset\nReset\nset [_level v] to [1]\nforever\n erase all\n go to x: (0) y: (0)\n set pen size to (600)\n set pen color to (#85beff)\n pen down\n pen up\n Detect\n Get Level\n Sort\n Draw cubes\n Settings\n if <(Player y) < [-200]> then\n Reset\n end\n if <[500] < (Player y)> then\n Reset\n end\n set [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\n set [cam y v] to ((Player y) + ((100) * (([sin v] of (Rotation Y) ) * (-1))))\n set [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\n if <[1] = (Wireframe?)> then\n set [_ v] to [no]\n else\n set [_ v] to [yes]\n end\nend\n\nwhen I receive [end v]\nerase all\ngo to x: (0) y: (0)\nset pen color to (#85beff)\nset pen size to (600)\npen down\npen up\nset pen color to (#1d00ff)\nPhrase [The end] starting at [-200] ((([cos v] of (((timer) - (3)) * (200)) ) * (15)) - (25)) size: [4]\nPhrase [thanks for playing] starting at [-200] ((([cos v] of (((timer) - (3)) * (100)) ) * (15)) - (75)) size: [1]\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
This is my own 3d engine\n6 levels\nWARNING: This is hard\n100% possible\nWasd to move\nArrow keys to change perspective\nPress space to jump\nFOLLOW FOR MORE\nYou can use the engine, just give credit\nPlay on forkphorus for less lag\nhttps://forkphorus.github.io/#412439508\nCREDITS\n@Popuiar for the list sorting\n@MathMathMath for the 3d lines\n@k0stya and @TheLogFather and me for the tri-filling\nSensing and other codes by me\nhttps://scratch.mit.edu/projects/413759879/\n3d minecraft game by @I8D\nLol\nIf you want more 3d games go visit @Popuiar , he has a lot of them\n\n\n\n\n\n\n\n\n\n\n#games #trending #popular #hamster46 #art #pen #100% #3d #griffpatch #ALL #Tutorials #Popular\nAlso, since you came althway down here, my next game is here (this is the beta)\nhttps://forkphorus.github.io/#412639926\nAlso, comment, CODING!
Blue Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Hello v] until done\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nchange [☁ viewers v] by (1)\n\n@cube\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 <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>\n if <<key (up arrow v) pressed?> or > then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (death v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen 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 size by (-5)\nend\ndelete this clone\n\n@thumb\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n@death\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n
I made a straw poll for people to pick for me to make a animation or another platformer. Platformer won :) my next project will be a animation :]\nAll levels are Possible i've beet this many times.\nWASD or arrows to move.
⊱ Sushi Platformer⊰ ✯ ⋅.
@Stage\n\n@Sprite1\n\nwhen [up arrow v] key pressed\nif <(can_cat_jump) = [YES]> then\n set [can_cat_jump v] to [NO]\n repeat (10)\n change y by (20)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (10)\n if <touching (sprite2 v)?> then\n repeat until <not <touching (sprite2 v)?>>\n change x by (-1)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\nend\n\nwhen flag clicked\ngo to x: (-190) y: (-9)\nforever\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite2 v)?> or <touching (block_2 v)?>> then\n change y by (10)\n set [can_cat_jump v] to [YES]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [275]> then\n go to x: (-187) y: (-18)\n broadcast (next fing aaaaa v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e0e0e0)?> then\n go to x: (-187) y: (-18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e0e0e0)?> then\n go to x: (-187) y: (-18)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next fing aaaaa v]\nnext costume\n\n@wording\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Thumnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Hello my sweet, sweet followers and anyone else! This is a special project that I made for all my 400 followers! A HUGE Thank you for that, and I would never have reached this far on scratch by making a platformer without your support! Scratch on! <33\n~Story~\nYou are a quite little sushi roll in the bowl with your friends. But, unexpectedly, a human hand grasped the bowl with you and your sushi friends in it! Everyone else is safe, but you fell to the floor. Escape the kitchen to go back to them! Thankfully, your brother is here to guide you along the way!\n\n~Instructions~\n-Arrow keys\n-Important: Avoid metal objects\n\n~Target~\nYour target is to pass all levels and reach your friends - Not as easy as it sounds ... ish XD\n\nThere are over 7 levels in this game. More coming soon!\n\n~ Credits + Notes~\n- @UnicornBing made all art and code\n- Tysm @SirGilga for your project on how to make \n platformers!\n-MY FOLLOWERS!\n- Uhh @Rosyda for art inspiration ^^\n- Me: 'Whew, dis took a while!' Me (again) And... oh \n yeah i forgot to make it so you could go to the next of \n the levels;;Yep, that DID happen XD..\n but i made it work now!\n\nI'M SORRY FOR MAKING THIS LAG SO MUCH, IDK HOW TO FIX IT! PLEASE DON'T POST COMMENTS ABOUT THAT :3\n\nAnd... if...you...don't...mind...please...love...favourite...and..\n...followwwww (lol I wrote it like that cuz I just banged my toe) :P\n\nAll art & code done by @UnicornBing :3
Jedi Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [aaaa v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [outro v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop3 v)\n\nrepeat until <(Level) = [7]>\nend\n\nchange [brightness v] effect by (-0.005)\n\nchange y by (-0.01)\n\nchange y by (0.01)\n\n@PLAYER\n\nchange y by (PlayerY)\n\nwhen flag clicked\nset size to (20) %\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (next level v)\n go to x: (-219) y: (2)\n set [movement x v] to [0]\n set [movement y v] to [0]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [change looks v]\nnext costume\n\nwhen I receive [you win v]\nhide\n\nwhen flag clicked\nhide variable [level v]\nforever\n if <(y position) < [-160]> then\n go to x: (-219) y: (2)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [@player v] to [0]\nshow variable [level v]\ngo to [front v] layer\nshow\nswitch backdrop to (backdrop1 v)\nshow\nswitch costume to (luke v)\ngo to x: (-219) y: (2)\npoint in direction (90)\nrepeat until <(@Player) = [2]>\n change [movement y v] by (-0.4)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [movement x v] by (-.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [movement x v] by (.8)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement X)\n if <touching (l v)?> then\n change y by (1)\n if <touching (l v)?> then\n change y by (1)\n if <touching (l v)?> then\n change y by (1)\n if <touching (l v)?> then\n change y by (1)\n if <touching (l v)?> then\n change y by (1)\n if <touching (l v)?> then\n change y by (1)\n if <touching (l v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <(jump?) = [0]>> then\n set [movement y v] to [9]\n if <(Movement X) > [0]> then\n set [movement x v] to [-9]\n else\n set [movement x v] to [9]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (l v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (l v)?>> then\n set [movement y v] to [8]\n end\n change y by (-0.5)\n if <<touching (spikes v)?> and <not <<(Level) = [6]> or <(Level) = [3]>>>> then\n repeat (4)\n show\n wait (0.04) seconds\n hide\n wait (0.04) seconds\n end\n go to x: (-209) y: (33)\n show\n end\n if <touching (ummm pointless v)?> then\n go to x: (-209) y: (33)\n end\n if <touching (trampoline v)?> then\n set [movement y v] to [17]\n end\n if <touching (laser v)?> then\n go to x: (-209) y: (33)\n end\n if <<(Level) = [6]> and <touching (spikes v)?>> then\n broadcast (bang v)\n repeat (4)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n end\n go to x: (-209) y: (33)\n show\n end\n if <<(Level) = [3]> and <touching (spikes v)?>> then\n start sound [Bite v]\n go to x: (-209) y: (33)\n show\n end\n if <touching (water v)?> then\n start sound [Plunge v]\n set [color v] effect to (100)\n else\n set [color v] effect to (0)\n end\nend\nif <[] = [0]> then\nend\n\nforever\n\nchange [scroll x v] by (x position)\nset x to (0)\nbroadcast (tick v) and wait\n\n\n go to x: (-209) y: (33)\nend\n\nwhen [t v] key pressed\nask [What do you want to say?] and wait\nsay (answer) for (1) seconds\n\nwhen flag clicked\n\nforever\n\nhide\n\nshow\n\nhide\n\nshow\n\nshow\n\nhide\n\nwhen flag clicked\nforever\n if <touching (obstacle v)?> then\n change x by (-10)\n end\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (obstacle2 v)?> then\n change x by (-10)\n end\nend\n\nrepeat until <(Level) = [5]>\n if <(costume [number v]) = [5]> then\n say [You haven't unlocked this costume yet!] for (1) seconds\n next costume\n end\nend\nrepeat until <(Level) = [7]>\n if <(costume [number v]) = [6]> then\n say [You haven't unlocked this costume yet!] for (1) seconds\n next costume\n end\nend\nrepeat until <(Level) = [3]>\n if <(costume [number v]) = [4]> then\n say [You haven't unlocked this costume yet!] for (1) seconds\n next costume\n end\nend\n\nwhen I receive [anothermostlypointlessbroadcast v]\n\nhide\n\ngo to x: (-209) y: (33)\n\nshow\n\nshow\n\nwhen [r v] key pressed\ngo to x: (-209) y: (33)\n\nswitch backdrop to (joining v)\n\nwhen flag clicked\n\nset [y v] to [5]\n\nset [y v] to [-1]\n\nset [y v] to [-5]\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n if <key (up arrow v) pressed?> then\n set [movement y v] to [5]\n else\n set [movement y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [movement y v] to [-5]\n end\n end\nend\n\nbroadcast (bang v)\nrepeat (4)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n set [as.,jdf. v] to (costume [number v])\nend\n\nset volume to (100) %\n\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n start sound [Plunge v]\n end\nend\n\nchange [level v] by (1)\n\nwhen I receive [next level v]\ngo to x: (-209) y: (33)\n\nchange [level v] by (1)\n\nforever\n\nwhen I receive [aaaa v]\n\nwhen I receive [aaa v]\nstop [other scripts in sprite v]\ngo to x: (-209) y: (33)\nset [@player v] to [2]\nshow\n\nchange [fisheye v] effect by (10)\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [aaaa v]\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nstop [this script v]\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [aaa v]\nstop all sounds\n\nwhen I receive [a v]\nhide\n\nwhen flag clicked\nforever\n if <touching (snow v)?> then\n change x by (-1)\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen I receive [start v]\n\nwhen I receive [aaaaarestart v]\ngo to x: (-209) y: (33)\n\nplay sound [recording1 v] until done\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\nend\n\nwhen flag clicked\n\n@l\n\nwhen I receive [engine_start v]\n\nwhen I receive [setup v]\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [over v]\nshow\n\nforever\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (HOTH v)\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [ok v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (dagobah v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (yoda v)\n end\nend\n\nwhen I receive [qwertyuiop v]\nnext costume\n\nwhen flag clicked\ngo to x: (30) y: (3)\nif <(costume [number v]) = [17]> then\n broadcast (timefortheforce v) and wait\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n\n\nrepeat until <key (m v) pressed?>\n repeat until <key (m v) pressed?>\nend\n\nrepeat (100)\n change [pixelate v] effect by (1)\nend\n\nchange [whirl v] effect by (10)\n\nset [color v] effect to (0)\n\nset [pixelate v] effect to (0)\nbroadcast (ready v)\n\nset [level v] to [1]\n\nwhen flag clicked\nset [level v] to [1]\n\nbroadcast (yoda v)\n\nif <[] = [2]> then\n\nwhen I receive [aaaa v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen [loudness v] > (10)\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [aaa v]\n\nstop all sounds\n\n@thumbnail\n\nwhen flag clicked\nbroadcast (intro v)\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\n\nwhen I receive [aaa v]\nstop all sounds\n\nstart sound [Boom Cloud v]\nset [brightness v] effect to (-100)\n\nsay [Why did you press stop?] for (2) seconds\n\ngo to [front v] layer\n\n@Loadingscreen\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Loading...\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nbroadcast (alert v)\n\nwhen I receive [done v]\nshow\nswitch costume to (costume8 v)\ngo to [front v] layer\nrepeat (7)\n wait (pick random (0.1) to (0.3)) seconds\n next costume\nend\nbroadcast (START v)\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [dagobah v]\nshow\ngo to x: (1) y: (28)\nswitch costume to (costume1 v)\n\nforever\nend\n\nwhen [space v] key pressed\n\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nrepeat (0)\n go to x: (1) y: (28)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\ngo to x: (1) y: (28)\n\nforever\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Yoda\n\ndefine Text Say: (text) Wait: (delay) For (seconds) seconds\ndelete all of [text v]\nset [# v] to [1]\nset [#2 v] to [1]\nrepeat (length of (text))\n set [# v] to (letter (#2) of (text))\n say (join (join (item (#) of [text v]) (Text)) (#))\n add (#) to [text v]\n wait (delay) seconds\n change [#2 v] by (1)\nend\nsay (text) for (seconds) seconds\n\nwhen I receive [timefortheforce v]\nText Say: [Around move. The rocks follow you.] Wait: [0] For [0] seconds\nwait (1) seconds\n\nwhen flag clicked\nhide\nif <(Level) = [15]> then\n show\nend\n\nwhen this sprite clicked\nif <(Level) = [16]> then\n go to x: (127) y: (-32)\n show\n ask [Hrrmmm. What is your name?] and wait\n if <not <<(answer) = [Yoda]> or <<(answer) = [yoda]> or <(answer) = [baby yoda]>>>> then\n Text Say: (join [Hello, ] (answer)) Wait: [0] For [2] seconds\n else\n Text Say: [Hmm... really?] Wait: [0] For [2] seconds\n end\n if <<(as.,jdf.) = [3]> or <(as.,jdf.) = [4]>> then\n if <(as.,jdf.) = [3]> then\n Text Say: [HAN SOLO? Coming you are to learn the force?!?] Wait: [0] For [2] seconds\n end\n if <(as.,jdf.) = [4]> then\n Text Say: [Chewie? Surprised, I am...] Wait: [0] For [2] seconds\n end\n else\n Text Say: [Come to learn to use the force you have.] Wait: [0] For [2] seconds\n end\n Text Say: [Well, on come.] Wait: [0] For [2] seconds\n broadcast (qwertyuiop v)\nend\n\nText Say: (join [Hello, ] (answer)) Wait: [0] For [2] seconds\n\nText Say: [Come to learn the force you have.] Wait: [0] For [2] seconds\n\nwhen this sprite clicked\nif <(Level) = [19]> then\n Text Say: [To swing it press Z. To show/ hide it press I and H.] Wait: [0] For [2] seconds\nend\n\nwhen I receive [jak,jsdfal v]\n\nwhen I receive [yoda v]\nshow\n\nwhen this sprite clicked\nif <(Level) = [18]> then\n Text Say: [Around move. The rocks follow you.] Wait: [0] For [0] seconds\nend\n\nwhen this sprite clicked\nif <(Level) = [20]> then\n Text Say: [Use the lightsaber to cut down the wall. ] Wait: [0] For [2] seconds\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n go to x: (145) y: (-33)\n end\nend\n\n\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n go to x: (127) y: (-32)\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [18]> then\n show\n go to x: (127) y: (-90)\n end\n if <(Level) = [23]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [22]> then\n Text Say: [Now go you will through an obstacle course. You are ready?] Wait: [0] For [2] seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (203) y: (-58)\n\nwhen this sprite clicked\n\ngo to x: (1) y: (28)\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n go to x: (42) y: (-55)\n end\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(Level) = [22]> then\n Text Say: [Through this pond swim.] Wait: [0] For [2] seconds\nend\n\nwhen I receive [asdf v]\nhide\n\nforever\n\nwhen flag clicked\n\nwhen this sprite clicked\nif <(Level) = [23]> then\n show\n Text Say: [Now you have become a true Jedi. You must] Wait: [1] For [0] seconds\n broadcast (asdf v)\n hide variable [level v]\n change [level v] by (1)\n hide\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n show\n end\nend\n\nText Say: [Now you have become a true Jedi. You must] Wait: [1] For [2] seconds\n\nwhen I receive [aaa v]\nhide\n\nwhen I receive [aaaa v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n go to x: (100) y: (-40)\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [19]> then\n Text Say: [To swing it press Z. To show/ hide it press I and H.] Wait: [0] For [2] seconds\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\nwait (1) seconds\nswitch costume to (\(: v)\n\nwhen flag clicked\n\nswitch costume to (\(: v)\nshow\ngo to [back v] layer\n\nwhen I receive [start v]\nset [unlok v] to [0]\n\nwhen I receive [ready v]\nset [pixelate v] effect to (0)\n\nhide\n\nrepeat (100)\n change [pixelate v] effect by (1)\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [start v]\nshow\n\ngo to x: (-46) y: (32)\n\ngo to [back v] layer\n\n@lf_UI\n\nwhen flag clicked\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nset [ghost v] effect to (100)\nforever\n if <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n stop [this script v]\n end\n show\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\n end\n wait (4) seconds\n repeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\n wait (pick random (20) to (40)) seconds\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nbroadcast (alert v)\n\nwhen I start as a clone\nshow\ngo to x: (-15) y: (0)\nif <(@id) = [1]> then\n switch costume to (fave v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to ((1) - (Stared?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\nelse\n if <(@id) = [2]> then\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to ((1) - (Loved?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nif <(Level) = [17]> then\nend\n\nwhen I receive [timefortheforce v]\nshow\ngo to x: (-11) y: (-62)\nrepeat (500)\n point towards (player v)\n move (1) steps\n set rotation style [don't rotate v]\nend\nbroadcast (done v)\nhide\n\nwhen [space v] key pressed\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n go to x: (-11) y: (-62)\n repeat (500)\n point towards (player v)\n move (1) steps\n set rotation style [don't rotate v]\n end\n broadcast (jak,jsdfal v)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [18]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [19]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Lightsaber\n\nwhen flag clicked\nhide\nswitch costume to (straight v)\nforever\n point in direction (90)\n if <<(Level) > [18]> and <[23] > (Level)>> then\n show\n if <touching (player v)?> then\n switch costume to (straight v)\n broadcast (ffffffffffff v)\n end\n forever\n if <key (h v) pressed?> then\n start sound [Lightsaber Off v]\n repeat until <key (i v) pressed?>\n hide\n end\n end\n if <key (i v) pressed?> then\n start sound [Lightsaber On v]\n repeat until <key (h v) pressed?>\n show\n end\n end\n end\n end\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nwhen flag clicked\n\nwhen I receive [lightsaberready v]\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nhide\nswitch costume to ( v)\nif <[] = [19]> then\n show\nend\n\nwhen I receive [ffffffffffff v]\nforever\n go to (player v)\nend\n\nwhen I receive [ffffffffffff v]\n\nplay sound [LightsaberSlash v] until done\n\nwhen I receive [ffffffffffff v]\n\nplay sound [Lightsaber Off v] until done\n\nwhen I receive [ffffffffffff v]\n\nforever\n\nplay sound [Lightsaber On v] until done\n\nbroadcast (sjadhflkjasdlfkjahsdlfg v)\n\nwhen I receive [sjadhflkjasdlfkjahsdlfg v]\n\nrepeat (4)\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Level) > [18]> then\n if <key (z v) pressed?> then\n switch costume to (straight v)\n start sound [LightsaberSlash v]\n switch costume to (slash v)\n wait until <not <key (z v) pressed?>>\n switch costume to (straight v)\n end\n end\nend\n\nwhen I receive [aaa v]\nstop [other scripts in sprite v]\nstop [other scripts in sprite v]\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [asdf v]\nforever\n hide\nend\n\n@Obstacle\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [20]> then\n show\n broadcast (t v)\n else\n hide\n end\nend\n\nif then\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [12]>\n if <<key (z v) pressed?> and <touching (lightsaber v)?>> then\n next costume\n end\nend\n\nif then\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen [r v] key pressed\nswitch costume to (costume1 v)\n\n@Obstacle2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [21]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [23]>\n if <<touching (lightsaber v)?> and <key (z v) pressed?>> then\n next costume\n end\nend\n\nif then\nend\n\nbroadcast (t v)\n\n\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen [r v] key pressed\nswitch costume to (costume1 v)\n\n@grass\n\ndefine Sway\nset [grass: velocity v] to (((5) + (pick random (-2.0) to (2.0))) * (6))\nset [grass: sine v] to [0]\nrepeat until <<[0] = (round ((grass: Velocity) * (2)))> or <<touching (player v)?> and <([abs v] of (grass: Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n point in direction ((90) - (([sin v] of (grass: Sine) ) * (grass: Velocity)))\n change [grass: sine v] by (-10)\n set [grass: velocity v] to ((0.95) * (grass: Velocity))\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nrepeat (35)\n go to x: (pick random (-235) to (235)) y: (-140)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [13]> then\n show\n go to [back v] layer\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\ngo to x: (-130) y: (-250)\n\nshow\n\nwhen I start as a clone\nforever\n if <(Level) = [19]> then\n show\n go to [back v] layer\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [21]> then\n show\n go to [back v] layer\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [23]> then\n show\n go to [back v] layer\n set size to (100) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\nhide\n\nhide\n\nhide\n\nwhen I start as a clone\nforever\n if <(Level) = [14]> then\n show\n go to [back v] layer\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [20]> then\n show\n go to [back v] layer\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [22]> then\n hide\n end\nend\n\nshow\ngo to [back v] layer\nset size to (pick random (100) to (125)) %\nswitch costume to (pick random (1) to (6))\nforever\n if <touching (l v)?> then\n Sway\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [24]> then\n show\n go to [back v] layer\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (6))\n forever\n if <touching (l v)?> then\n Sway\n end\n end\n end\nend\n\nshow\n\nwhen I receive [dagobah v]\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n hide\n delete this clone\n else\n hide\n delete this clone\n end\nend\n\ngo to [back v] layer\n\nwhen I receive [outro v]\nhide\nforever\n delete this clone\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@report\n\nwhen flag clicked\nforever\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nset [brightness v] effect to (0)\nhide\n\n@explode\n\nwhen flag clicked\nhide\n\nwhen I receive [bang v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nstart sound [explosion1 v]\nwait (0.05) seconds\nswitch costume to (explode-05-june\[2 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[3 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[4 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[5 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[6 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[7 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[8 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[9 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[10 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[11 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[12 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[13 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[14 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[15 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[16 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[17 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[18 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[19 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[20 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[21 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[22 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[23 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[24 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[25 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[26 v)\nwait (0.05) seconds\nswitch costume to (explode-05-june\[27 v)\nwait (0.05) seconds\nhide\n\nwait (0) seconds\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@report_detector\n\nwhen flag clicked\nforever\n if <(report) = [true]> then\n switch costume to (cooltext359172403397992 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@intro\n\nwhen flag clicked\nset size to (100) %\nset volume to (100) %\nstart sound [Star Wars Resistance March v]\nshow\npoint in direction (90)\nswitch costume to (1 v)\nrepeat (9)\n wait (0.01) seconds\n next costume\nend\npoint in direction (90)\nset size to (0) %\nswitch costume to (10 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\npoint in direction (90)\nshow\nset size to (100) %\nrepeat (4)\n repeat (10)\n turn right (1) degrees\n change size by (1)\n create clone of (_myself_ v)\n end\n repeat (10)\n turn left (1) degrees\n create clone of (_myself_ v)\n end\nend\nrepeat (100)\n create clone of (_myself_ v)\n change size by (-1)\n turn left (4) degrees\n change [ghost v] effect by (1)\n change volume by (-1)\nend\nhide\nbroadcast (done v)\nchange size by (2)\n\nwait (1) seconds\n\nwait (1) seconds\n\nforever\n\nchange size by (0.4)\nturn right (1) degrees\n\nchange size by (-1)\n\nswitch costume to (cooltext359320300983596 \(1\) v)\nshow\n\nwhen flag clicked\nPlay intro: Come in (fade and glide in \(from left\)) Wait [6] Seconds: Come out (big then small)\n\nrepeat (10)\n change size by (10)\nend\n\nchange size by (1)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (1) seconds\ndelete this clone\n\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@mute\n\nwhen flag clicked\nset [on v] to [false]\nswitch costume to (off v)\nshow\n\ngo to x: (0) y: (-100)\n\nwhen this sprite clicked\nif <(on) = [true]> then\n stop all sounds\n set [on v] to [false]\nelse\n broadcast (turn off v)\n start sound [Binary Sunset Extended - Star Wars Soundtrack v]\n set [on v] to [true]\nend\n\nwhen [timer v] > (my variable)\nhide\n\nstart sound [Boom Cloud v]\nset [brightness v] effect to (-100)\nsay [Why did you press stop?] for (2) seconds\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (button2-a v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (button2-a v)\n change [ghost v] effect by (-20)\n set size to (70) %\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (button2-a v)\n set size to (50) %\n set [ghost v] effect to (50)\n end\nend\n\nchange size by (10)\n\n\n\nwhen I receive [bang v]\nhide\nwait (2) seconds\nshow\n\nwhen I receive [asdf v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [aaa v]\nstop all sounds\n\nwhen I receive [start v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\nend\n\nbroadcast (turn on v)\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n hide\n end\nend\n\nswitch costume to (on v)\n\nswitch costume to (off v)\n\nwhen I receive [start v]\nstart sound [Binary Sunset Extended - Star Wars Soundtrack v]\n\ngo to x: (36) y: (12)\n\n@laser\n\nwhen flag clicked\nforever\n hide\n if <(Level) = [9]> then\n forever\n hide\n go to x: (50) y: (27)\n show\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\n hide\n go to x: (90) y: (27)\n wait (1) seconds\n end\n else\n hide\n end\nend\n\ngo to (spikes v)\n\nwhen flag clicked\nhide\nforever\n if <[9] < (Level)> then\n hide\n end\nend\n\n\n\nhide\nforever\n\ngo to x: (50) y: (27)\nshow\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\nhide\ngo to x: (90) y: (27)\nwait (1) seconds\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [aaa v]\nstop all sounds\n\n@snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nset size to (pick random (40) to (70)) %\nset [ghost v] effect to (15)\ngo to (random position v)\nrepeat (68)\n change y by (-8)\n change x by (pick random (-20) to (1))\n change [ghost v] effect by (2)\n point in direction (-90)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [hoth v]\nswitch costume to (costume2 v)\nwait (1) seconds\nrepeat until <(Level) = [13]>\n create clone of (_myself_ v)\n hide\nend\n\nhide\nstop [this script v]\n\nswitch costume to (costume1 v)\nwait (1) seconds\nforever\n create clone of (_myself_ v)\nend\n\nforever\nend\n\n@water\n\nwait (0.0001) seconds\nnext costume\n\n\n\n\n\n\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(round ([abs v] of ((((((((Level) / (11)) * ([abs v] of (11) )) - (-000.9)) + (-000.9)) * (1)) mod (17.009)) - ([tan v] of ((4) mod ((5) - (1))) )) )) = (round ([abs v] of ((((((((11) / (11)) * ([abs v] of (11) )) - (-000.9)) + (-000.9)) * (1)) mod (17.009)) - ([tan v] of ((4) mod ((5) - (1))) )) ))> then\n show\n if <touching (player v)?> then\n switch costume to (costume1 v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n show\n go to [back v] layer\n switch costume to (costume2 v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@blank\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\n@Sith\n\nwhen I receive [aaa v]\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nshow\nstop all sounds\nwait (1) seconds\nplay sound [recording1 v] until done\nwait (1) seconds\nrepeat (15)\n wait (0.04) seconds\n next costume\nend\nbroadcast (AAAA v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nbroadcast (a v)\nwait (5) seconds\nbroadcast (outro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen flag clicked\nhide\n\nplay sound [recording1 v] until done\n\nwhen I receive [aaa v]\n\n@black\n\nwhen I receive [asdf v]\ngo to [front v] layer\nshow\nstop all sounds\nshow\nplay sound [lightning v] until done\nbroadcast (aaa v)\nhide\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nplay sound [recording1 v] until done\n\nplay sound [recording1 v] until done\n\n@outro\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop all sounds\nset [brightness v] effect to (0)\npoint in direction (90)\nswitch backdrop to (backdrop3 v)\nset size to (300) %\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n repeat (360)\n turn right (1) degrees\n change [pixelate v] effect by (1)\n end\n set [pixelate v] effect to (0)\nend\n\nshow\n\nwhen I receive [outro v]\nforever\n play sound [Star Wars Resistance March v] until done\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nset size to (300) %\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop3 v)\n\nhide\n\nplay sound [Star Wars Resistance March v] until done\n\nset [ghost v] effect to (0)\n\nset size to (100) %\n\nstart sound [Star Wars Resistance March v]\n\n@PARt_2\n\nwhen I receive [a v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\n@Button2\n\nwhen [timer v] > (my variable)\nhide\n\nstart sound [Boom Cloud v]\nset [brightness v] effect to (-100)\nsay [Why did you press stop?] for (2) seconds\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (button2-a v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (button2-a v)\n change [ghost v] effect by (-20)\n set size to (70) %\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (button2-a v)\n set size to (50) %\n set [ghost v] effect to (50)\n end\nend\n\nchange size by (10)\n\nwhen this sprite clicked\nbroadcast (Change Looks v)\n\n\n\nwhen I receive [bang v]\nhide\nwait (2) seconds\nshow\n\nwhen I receive [asdf v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [aaa v]\nstop all sounds\n\nwhen I receive [start v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\nend\n\n@skip\n\nwhen [timer v] > (my variable)\nhide\n\nstart sound [Boom Cloud v]\nset [brightness v] effect to (-100)\nsay [Why did you press stop?] for (2) seconds\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nset [aaa@skips v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (button2-a v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (button2-a2 v)\n change [ghost v] effect by (-20)\n set size to (70) %\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (button2-a v)\n set size to (50) %\n set [ghost v] effect to (50)\n end\nend\n\nchange size by (10)\n\nwhen this sprite clicked\nbroadcast (next level v)\nchange [aaa@skips v] by (1)\n\n\n\nwhen I receive [bang v]\nhide\nwait (2) seconds\nshow\n\nwhen I receive [asdf v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [aaa v]\nstop all sounds\n\nwhen I receive [start v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\nend\n\nwhen flag clicked\nforever\n if <(aaa@skips) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n hide\n end\nend\n\n@Button4\n\nwhen [timer v] > (my variable)\nhide\n\nstart sound [Boom Cloud v]\nset [brightness v] effect to (-100)\nsay [Why did you press stop?] for (2) seconds\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (button2-a2 v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (button2-a v)\n change [ghost v] effect by (-20)\n set size to (70) %\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (button2-a2 v)\n set size to (50) %\n set [ghost v] effect to (50)\n end\nend\n\nchange size by (10)\n\nwhen this sprite clicked\nbroadcast (aaaaarestart v)\n\n\n\nwhen I receive [bang v]\nhide\nwait (2) seconds\nshow\n\nwhen I receive [asdf v]\nhide\n\nwhen I receive [outro v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [start v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\nend\n\n@Portal\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [6]> or <(Level) = [12]>> then\n show\n forever\n turn right (1) degrees\n if <touching (player v)?> then\n broadcast (next level v)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [7]> or <(Level) = [13]>> then\n hide\n end\nend\n\nif then\nelse\nend\n\nshow\nforever\n turn right (1) degrees\n if <touching (player v)?> then\n broadcast (next level v)\n end\nend\n\n@Sprite1\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (28)\nrepeat until <(Level) = [7]>\n change y by (-0.1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [yoda v]\n\nglide (0) secs to x: (36) y: (28)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n point in direction (90)\n show\n go to x: (36) y: (28)\n wait (1) seconds\n forever\n hide\n end\n else\n hide\n end\nend\n\nif then\nend\n\n
ᴊᴇᴅɪ- ᴀ ꜱᴛᴀʀ ᴡᴀʀꜱ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\nʏᴏᴜ ᴀʀᴇ ᴀ ʏᴏᴜɴɢ ᴘᴇʀꜱᴏɴ/ᴡᴏᴏᴋɪᴇ/ᴅʀᴏɪᴅ/ ɢᴏɪɴɢ ᴛᴏ ʟᴇᴀʀɴ ᴛʜᴇ ꜰᴏʀᴄᴇ. ʏᴏᴜ ᴛʀᴀᴠᴇʟ ᴛʜʀᴏᴜɢʜ 2 ᴘʟᴀɴᴇᴛꜱ ᴛᴏ ꜰɪɴᴅ ʏᴏᴅᴀ ᴀɴᴅ ʟᴇᴀʀɴ ᴛʜᴇ ꜰᴏʀᴄᴇ. ᴘʟᴀʏ ᴀʟʟ ᴛʜᴇ ᴡᴀʏ ᴛᴏ ᴛʜᴇ ᴇɴᴅ: ᴛʜᴇʀᴇ'ꜱ ᴀɴ ɪɴᴛᴇʀᴇꜱᴛɪɴɢ ꜱᴛᴏʀʏʟɪɴᴇ!\nᴄᴏɴᴛʀᴏʟꜱ:\n⬅⬆➡, ᴡᴀꜱᴅ, ᴏʀ ᴍᴏʙɪʟᴇ ᴛᴏ ᴍᴏᴠᴇ. \nʜɪᴛ ᴛʜᴇ 'ꜱᴋɪᴘ' ʙᴜᴛᴛᴏɴ ᴛᴏ ꜱᴋɪᴘ ᴀ ʟᴇᴠᴇʟ.\nʜɪᴛ ᴛʜᴇ ʀᴇꜱᴛᴀʀᴛ ʙᴜᴛᴛᴏɴ ᴛᴏ ʀᴇꜱᴛᴀʀᴛ ᴛʜᴇ ʟᴇᴠᴇʟ.\nʜɪᴛ ᴛʜᴇ 'ᴄʜᴀɴɢᴇ ᴄᴏꜱᴛᴜᴍᴇ' ᴛᴏ ᴄʜᴀɴɢᴇ ɪɴᴛᴏ ᴀɴᴏᴛʜᴇʀ ꜱᴛᴀʀ ᴡᴀʀꜱ ᴄʜᴀʀᴀᴄᴛᴇʀ.\nᴢ ᴛᴏ ꜱᴡɪɴɢ ᴛʜᴇ ʟɪɢʜᴛꜱᴀʙᴇʀ.\nᴛ ᴛᴏ ꜱᴀʏ ꜱᴏᴍᴇᴛʜɪɴɢ.\nʏᴏᴜ ᴏɴʟʏ ɢᴇᴛ 3 ꜱᴋɪᴘꜱ!\n\nᴛʜɪꜱ ɢᴀᴍᴇ ᴛᴏᴏᴋ ᴍᴇ 2 ᴍᴏɴᴛʜꜱ ᴛᴏ ᴍᴀᴋᴇ. ᴍᴏʀᴇ ᴜᴘᴅᴀᴛᴇꜱ ᴀʀᴇ ᴄᴏᴍɪɴɢ, ɪɴᴄʟᴜᴅɪɴɢ ᴀ ᴍᴜᴛᴇ ʙᴜᴛᴛᴏɴ ᴀɴᴅ ᴍᴏʀᴇ ᴄᴏꜱᴛᴜᴍᴇꜱ ꜰᴏʀ ᴛʜᴇ ᴘʟᴀʏᴇʀ.\nClick on Yoda to talk to him!\nIMPORTANT: THIS WAS RELEASED ON 8/18/2020!\nI reshared it after making some changes.\n\n\n\n\nTags:\n#Starwars #platformer #jedi #lightsaber\n#games #all #tags #bridgecreek #tatooine #hoth #dagobah #or #is #it #dagaboh #stormtrooper #ok #i #am #done #now\n#haha! #justKidding \n\n\n\n\n#comments-154104833\n
Gobo || A Scrolling Platformer
@Stage\n\n@Blank\n\n@Gobo\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [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 <<<<<(x position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (space 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 <<<key (up arrow v) pressed?> or <key (space 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\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<key (up arrow v) pressed?> or <<(speed y) < [4]> or <key (space v) pressed?>>> 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 (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (drop through v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\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_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (5))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [game loop v]\nReset Level\nclear sound effects\nset volume to (100) %\nshow\nforever\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n wait until <not <key (p v) pressed?>>\n end\n clear graphic effects\n set size to (25) %\n switch costume to (hitbox v)\n set rotation style [left-right v]\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <touching (spike v)?> then\n go to checkpoint\n point in direction (90)\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\n Set Costume\n scroll\nend\n\nwhen [r v] key pressed\ngo to checkpoint\n\nwhen flag clicked\nset [scrolly v] to [100]\nset [scrollx v] to [881]\n\nwhen I receive [game loop v]\nforever\n if <(ScrollY) > [500]> then\n go to checkpoint\n end\nend\n\ndefine scroll\nif <not <(ScrollX) < [-1448]>> then\n change [scrollx v] by (() - (round ((x position) / (10))))\n change x by (() - (round ((x position) / (10))))\n change [scrolly v] by (() - (round ((y position) / (10))))\n change y by (() - (round ((y position) / (10))))\nelse\n if <(x position) < [-15]> then\n change [scrollx v] by (15)\n end\nend\n\nwhen I receive [game loop v]\nset voice to (tenor v)::tts\nset [checkpoint v] to [1]\nset [☁ checkpoint v] to [1]\nwait until <[-164] > (ScrollX)>\nset [checkpoint v] to [2]\nset [☁ checkpoint v] to [2]\nbroadcast (checkpoint v)\nwait until <<[-40] > (ScrollY)> and <(ScrollX) > [-185]>>\nset [checkpoint v] to [3]\nset [☁ checkpoint v] to [3]\nbroadcast (checkpoint v)\nwait until <<[-80] > (ScrollY)> and <(ScrollX) > [545]>>\nset [checkpoint v] to [4]\nset [☁ checkpoint v] to [4]\nbroadcast (checkpoint v)\nwait until <<<[-845] > (ScrollY)> and <[840] > (ScrollX)>> and <(ScrollX) > [750]>>\nset [checkpoint v] to [5]\nset [☁ checkpoint v] to [5]\nbroadcast (checkpoint v)\n\ndefine go to checkpoint\nif <(checkpoint) = [1]> then\n set [scrolly v] to [100]\n set [scrollx v] to [881]\nend\nif <(checkpoint) = [2]> then\n set [scrolly v] to [315]\n set [scrollx v] to [-165]\nend\nif <(checkpoint) = [3]> then\n set [scrolly v] to [-51]\n set [scrollx v] to [-177]\nend\nif <(checkpoint) = [4]> then\n set [scrolly v] to [-395]\n set [scrollx v] to [509]\nend\nif <(checkpoint) = [5]> then\n set [scrolly v] to [-850]\n set [scrollx v] to [814]\nend\n\nwhen flag clicked\nset [☁ won? v] to [0]\ngo to x: (0) y: (0)\nbroadcast (game loop v)\nforever\n reset timer\n repeat (2)\n set [. v] to [0]\n end\n if <(timer) = [0]> then\n broadcast (turbo v) and wait\n end\nend\n\nwhen I receive [game loop v]\nplay sound [intro v] until done\nforever\n play sound [loop v] until done\nend\n\nwhen [m v] key pressed\nbroadcast (mute or ummutr v)\n\nwhen I receive [game loop v]\nforever\n if <[239] < (x position)> then\n broadcast (game finished!!! v)\n set [☁ won? v] to [1]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [mute or ummutr v]\nif <(volume) = [100]> then\n set volume to (0) %\n set [pitch v] effect to ((-1) / (0))\nelse\n set volume to (100) %\n clear sound effects\nend\n\nwhen [p v] key pressed\nbroadcast (mute or ummutr v)\n\n@Ground\n\ndefine Set size to (percent) %\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nSet size to (500) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (ScrollX) y: (ScrollY)\n if <<(x position) = (ScrollX)> and <(ScrollY) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [turbo v]\nstop [other scripts in sprite v]\nset size to (100) %\nshow\nswitch costume to (costume1 v)\nplay sound [wrong v] until done\nwait (.5) seconds\nstop [all v]\n\n@Checkpoint\n\nwhen flag clicked\nset voice to (tenor v)::tts\nhide\nforever\n go to x: (([x position v] of [gobo v]) + (10)) y: ((([sin v] of ((timer) * (500)) ) * (3)) + (([y position v] of [gobo v]) + (70)))\nend\n\nwhen I receive [checkpoint v]\nshow\nwait (1) seconds\nhide\n\nwhen I receive [checkpoint v]\nspeak [You reached a checkpoint!]::tts\n\nwhen I receive [game loop v]\nwait until <<(ScrollY) < [225]> and <(checkpoint) = [2]>>\nspeak [Climb up the bridge]::tts\nwait until <<(ScrollY) < [-75]> and <[55] < (ScrollX)>>\nspeak [This part requires out of the box thinking]::tts\nwait until <<(ScrollY) < [-390]> and <[400] < (ScrollX)>>\nspeak [Good job on getting here!]::tts\nwait until <<<(ScrollY) < [-836]> and <[290] < (ScrollX)>> and <(ScrollX) < [400]>>\nspeak [Take a leap of faith]::tts\nwait until <<(ScrollY) < [-673]> and <(ScrollX) < [60]>>\nspeak [Now take another leap of faith]::tts\nwait until <<(ScrollY) < [-326]> and <(ScrollX) < [60]>>\nspeak [Now take another leap of faith]::tts\n\nwhen I receive [game loop v]\nwait until <<(ScrollX) < [-800]> and <[-150] < (ScrollY)>>\nspeak [Oh no]::tts\nspeak [Looks like you are trapped]::tts\nspeak [Press R to go back to the checkpoint]::tts\n\n@Drop through\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (200) layers\nHack Zoom to (500)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [back v] layer\nforever\n go to x: (ScrollX) y: (ScrollY)\n if <<(x position) = (ScrollX)> and <(ScrollY) = (y position)>> then\n show\n else\n hide\n end\nend\n\n@spike\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (101) layers\nHack Zoom to (500)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (ScrollX) y: (ScrollY)\n if <<(x position) = (ScrollX)> and <(ScrollY) = (y position)>> then\n show\n else\n hide\n end\nend\n\n@Border\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\nshow\n\n@Art\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (ScrollX) y: (ScrollY)\n if <<(x position) = (ScrollX)> and <(ScrollY) = (y position)>> then\n show\n else\n hide\n end\nend\n\n@White out!\n\nwhen flag clicked\nhide\n\nwhen I receive [game finished!!! v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (game win splash v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Game splash\n\nwhen flag clicked\nhide\n\nwhen I receive [game win splash v]\nshow\ngo to [front v] layer\n\n@Totally not self-promoting\n\n
rr r rrrrr
Moon - 360° Platformer Engine
@Stage\n\n@Sprite\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset [jumps v] to [0]\nswitch costume to (costume1 v)\nshow\nset [lr v] to [0]\nset [ud v] to [100]\ngo to x: (0) y: (50)\nset rotation style [all around v]\nforever\n repeat until <not <touching (platforms v)?>>\n set [blah v] to [0]\n tick\n broadcast (tick v)\n set [ud v] to ((y position) + (0.1))\n end\n set [blah v] to [1]\n tick\n broadcast (tick v)\nend\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\nelse\n set [xv v] to [0]\nend\n\nchange y by (1)\n\nif <<touching (sprite2 v)?> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>> then\n set [yv v] to [20]\nend\nif <touching (sprite3 v)?> then\n start sound [Crunch v]\n go to x: (-193) y: (-77)\nend\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-77)\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-77)\nchange [level v] by (1)\n\nchange [lr v] by (1)\n\nchange [ud v] by (1)\n\nchange [lr v] by (1)\n\nchange [ud v] by (-5)\n\nchange [ud v] by (-5)\n\nchange [ud v] by (-5)\n\nchange [ud v] by (1)\n\ndefine tick\nchange [lr v] by (x position)\nif <(blah) = [1]> then\n set [ud v] to ((y position) + (.01))\nend\npoint towards (platforms v)\ngo to x: (0) y: (UD)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (.8))\nchange x by (Xv)\nrepeat (5)\n if <touching (platforms v)?> then\n change y by (.01)\n end\nend\nif <touching (platforms v)?> then\n change x by ((Xv) * (-1))\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nchange y by (-1)\nif <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nif <touching (platforms v)?> then\n set [jumps v] to [0]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(jumps) = [0]> then\n set [jumps v] to [1]\n set [yv v] to [10]\n end\nend\nchange y by (1)\n\ngo to x: (0) y: (UD)\n\ngo to x: (0) y: (UD)\n\ngo to x: (0) y: (125)\n\ngo to x: (0) y: (UD)\n\ngo to x: (0) y: (UD)\n\ngo to x: (0) y: (UD)\n\ngo to x: (0) y: (UD)\n\ngo to x: (0) y: (UD)\n\nwait until \n\nrepeat until <not >\nend\n\nset [lr v] to [0]\n\n@platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [tick v]\ngo to x: (0) y: ((UD) * (-1))\npoint in direction ((LR) * (-1))\n\n@TB\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
Achievement Unlocked | #games #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Kevin MacLeod Amazing Plan v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nreset timer\nset [deaths v] to [0]\nset [touching secret? v] to [no]\nset [rainbow? v] to [no]\nset [left v] to [no]\nset [right v] to [no]\nset [arrows v] to [no]\nset [wasd v] to [no]\nset [mobile? v] to [no]\nforever\n Setup\n repeat until <(die) > []>\n switch costume to (live v)\n if <mouse down?> then\n set [mobile? v] to [yes]\n end\n if <touching (danger v)?> then\n set [die v] to [die]\n end\n if <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [arrows v] to [yes]\n end\n if <<key (a v) pressed?> or <<key (w v) pressed?> or <key (s v) pressed?>>> then\n set [wasd v] to [yes]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n set [left v] to [yes]\n change [speed x 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 set [right v] to [yes]\n change [speed x v] by (1)\n end\n Change Player X by (speed x)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [1]> then\n set [speed y v] to [17]\n end\n end\n if <touching (boost v)?> then\n set [speed y v] to [25]\n end\n change [speed y v] by (-2)\n Change Player y by (speed y)\n if <(y position) < [-180]> then\n set [die v] to [die]\n end\n set [speed x v] to ((speed x) * (0.85))\n if <touching (secret cave v)?> then\n set [touching secret? v] to [yes]\n end\n end\n switch costume to (death v)\n stamp\n set [die v] to []\n change [deaths v] by (1)\n hide\nend\n\ndefine Change Player y by (sy)\nchange [in air v] by (1)\nchange y by (sy)\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Change Player X by (sx)\nchange x by (sx)\nif <(y position) < [-177]> then\n set [die v] to [die]\nend\nif <touching (platform v)?> then\n repeat (2)\n change y by (1)\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change y by (-2)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine Setup\ngo to [back v] layer\ngo [forward v] (1) layers\nset [in air v] to [1]\nset [die v] to []\nset x to (0)\nset y to (-150)\nset [speed y v] to [0]\nshow\n\nwhen I receive [play game v]\nforever\n erase all\n wait (30) seconds\nend\n\nwhen [space v] key pressed\nset [rainbow? v] to [yes]\nforever\n change [color v] effect by (0.25)\nend\n\nwhen I receive [play game v]\nset [touching mouse? v] to [false]\nwait until <touching (mouse-pointer v)?>\nset [touching mouse? v] to [true]\n\nwhen I receive [play game v]\nset [poked? v] to [false]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [poked? v] to [true]\n\nset [# notifications v] to [0]\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nClone Tiles\n\ndefine Clone Tiles\nset [clones v] to [0]\nset [tiles touched v] to [0]\nshow\ngo to x: (-230) y: (-175)\nrepeat (24)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (-230) y: (-155)\nrepeat (17)\n create clone of (_myself_ v)\n change y by (20)\nend\ngo to x: (-170) y: (-155)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (-75)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (-55)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (-35)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (-55)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (-15)\ncreate clone of (_myself_ v)\ngo to x: (10) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (230) y: (-175)\nrepeat (18)\n create clone of (_myself_ v)\n change y by (20)\nend\ngo to x: (190) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (170) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (170) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (70) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (10) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-10) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-90) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-75)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (-110) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (-10) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (10) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (170) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (105)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (145)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (145)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (145)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nwait until <(distance to [player v]) < [33]>\nswitch costume to (costume2 v)\nchange [tiles touched v] by (1)\n\nwhen I start as a clone\nchange [clones v] by (1)\n\ngo to x: (150) y: (145)\n\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (145)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (145)\ncreate clone of (_myself_ v)\nhide\n\ngo to x: (-210) y: (-155)\n\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (10) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-10) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-90) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-75)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (-110) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (-10) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (10) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (170) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (105)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (145)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (145)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (145)\ncreate clone of (_myself_ v)\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nClone Tiles\n\ndefine Clone Tiles\nset [spikes touched v] to [0]\nshow\npoint in direction (90)\ngo to x: (-50) y: (-115)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (190) y: (85)\npoint in direction (-90)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (125)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nchange [spikes touched v] by (1)\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nchange [clones v] by (1)\n\npoint in direction (90)\n\nhide\n\n@Boost\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nchange [clones v] by (1)\n\ndefine Clone Tiles\ngo to [back v] layer\nset [boosts touched v] to [0]\nshow\ngo to x: (210) y: (-155)\nrepeat (4)\n create clone of (_myself_ v)\n change y by (20)\nend\ngo to x: (110) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (70) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (10) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (-30) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (-90) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (-130) y: (155)\ncreate clone of (_myself_ v)\nhide\n\npoint in direction (90)\n\nrepeat (7)\n\ngo to x: (190) y: (85)\npoint in direction (-90)\ncreate clone of (_myself_ v)\ngo to x: (-190) y: (125)\n\nwhen I receive [play game v]\nClone Tiles\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwait until \n\ngo to x: (-160) y: (145)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n change [boosts touched v] by (1)\n stop [this script v]\n end\nend\n\n@Achivement Generation\n\nwhen flag clicked\ndelete all of [achivements v]\nadd [Flag of green] to [achivements v]\nadd [Don't move a muscle] to [achivements v]\nadd [A step to the left!] to [achivements v]\nadd [A step to the right!] to [achivements v]\nadd [Up] to [achivements v]\nadd [WASD] to [achivements v]\nadd [Arrows] to [achivements v]\nadd [Ding] to [achivements v]\nadd [Touchy x1] to [achivements v]\nadd [Touchy x5] to [achivements v]\nadd [Touchy x10] to [achivements v]\nadd [Touchy x20] to [achivements v]\nadd [Touchy x30] to [achivements v]\nadd [Touchy x50] to [achivements v]\nadd [Booster x5] to [achivements v]\nadd [Grinder x1] to [achivements v]\nadd [Grinder x5] to [achivements v]\nadd [Booster x10] to [achivements v]\nadd [Grinder x10] to [achivements v]\nadd [Grinder x20] to [achivements v]\nadd [Spiky x1] to [achivements v]\nadd [Spiky x5] to [achivements v]\nadd [Oof x1] to [achivements v]\nadd [Oof x2] to [achivements v]\nadd [Oof x5] to [achivements v]\nadd [Secret Cave] to [achivements v]\nadd [Rainbow] to [achivements v]\nadd [I can see them all] to [achivements v]\nadd [Mobile] to [achivements v]\nadd [Tickly] to [achivements v]\nadd [Pokey] to [achivements v]\nadd [Supersonic] to [achivements v]\n\nwhen flag clicked\nforever\n if <([x position v] of [show/hide achievements v]) < [40]> then\n hide list [achivements v]\n else\n show list [achivements v]\n end\nend\n\nadd [Booster x10] to [achivements v]\nadd [Grinder x10] to [achivements v]\nadd [Grinder x20] to [achivements v]\nadd [Grinder x60] to [achivements v]\nadd [Spiky x1] to [achivements v]\nadd [Spiky x5] to [achivements v]\n\n@Show/Hide Achievements\n\nwhen I receive [play game v]\nshow\nset [open list? v] to [no]\ngo to x: (199) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change x by (((x position) - (33)) / (-4))\n else\n change x by (((x position) - (199)) / (-4))\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(round (x position)) = [33]> then\n set [open list? v] to [yes]\n end\nend\n\ngo to x: (199) y: (0)\n\nif <touching (mouse-pointer v)?> then\n change x by (((x position) - (33)) / (-4))\nelse\n change x by (((x position) - (199)) / (-4))\nend\n\nwhen I receive [end screen v]\nhide\n\n@Notification\n\nwhen flag clicked\nset [clone # v] to [0]\nset [# notifications v] to [0]\nset [is clone? v] to [false]\ngo to x: (-113) y: (-180)\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Achievement Unlocked notify (achivement)\nhide\nswitch costume to (achivement)\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\nreplace item (item # of (achivement) in [achivements v]) of [achivements v] with [✅]\n\nwhen I start as a clone\nset [is clone? v] to [true]\nchange [# notifications v] by (1)\nshow\nset [ghost v] effect to (100)\nstart sound [Ding Sound Effect v]\nrepeat (100)\n change y by (((y position) - (((clone #) * (20)) - (180))) / (-5))\n change [ghost v] effect by (-5)\nend\nbroadcast (Move Down v)\nrepeat (15)\n change y by (((y position) - (-180)) / (-10))\n change [ghost v] effect by (10)\nend\nchange [# notifications v] by (-1)\nbroadcast (Minus notifications v)\ndelete this clone\n\nwhen flag clicked\nCheck Achivements\n\nwhen I receive [move down v]\nif <(Is clone?) = [true]> then\n change [clone # v] by (-1)\nend\n\nwhen I receive [minus notifications v]\nif <(Is clone?) = [false]> then\n change [clone # v] by (-1)\nend\n\ndefine Check Achivements\nwait (0) seconds\nAchievement Unlocked notify [Flag of green]\nforever\n if <<<(round (speed x)) = [0]> and <(round ([speed y v] of [player v])) = [0]>> and <[achivements v] contains [Don't move a muscle]?>> then\n Achievement Unlocked notify [Don't move a muscle]\n wait (0) seconds\n end\n if <<(Tiles touched) > [1]> and <[achivements v] contains [Touchy x1]?>> then\n Achievement Unlocked notify [Touchy x1]\n wait (0) seconds\n end\n if <<(timer) > [1]> and <[achivements v] contains [Grinder x1]?>> then\n Achievement Unlocked notify [Grinder x1]\n wait (0) seconds\n end\n if <<(Tiles touched) > [5]> and <[achivements v] contains [Touchy x5]?>> then\n Achievement Unlocked notify [Touchy x5]\n wait (0) seconds\n end\n if <<(timer) > [5]> and <[achivements v] contains [Grinder x5]?>> then\n Achievement Unlocked notify [Grinder x5]\n wait (0) seconds\n end\n if <<(Tiles touched) > [10]> and <[achivements v] contains [Touchy x10]?>> then\n Achievement Unlocked notify [Touchy x10]\n wait (0) seconds\n end\n if <<(Tiles touched) > [20]> and <[achivements v] contains [Touchy x20]?>> then\n Achievement Unlocked notify [Touchy x20]\n wait (0) seconds\n end\n if <<(Tiles touched) > [30]> and <[achivements v] contains [Touchy x30]?>> then\n Achievement Unlocked notify [Touchy x30]\n wait (0) seconds\n end\n if <<(Tiles touched) > [50]> and <[achivements v] contains [Touchy x50]?>> then\n Achievement Unlocked notify [Touchy x50]\n wait (0) seconds\n end\n if <<(timer) > [10]> and <[achivements v] contains [Grinder x10]?>> then\n Achievement Unlocked notify [Grinder x10]\n wait (0) seconds\n end\n if <<(timer) > [20]> and <[achivements v] contains [Grinder x20]?>> then\n Achievement Unlocked notify [Grinder x20]\n wait (0) seconds\n end\n if <<(Boosts touched) > [1]> and <[achivements v] contains [Booster x1]?>> then\n Achievement Unlocked notify [Booster x1]\n wait (0) seconds\n end\n if <<(Boosts touched) > [5]> and <[achivements v] contains [Booster x5]?>> then\n Achievement Unlocked notify [Booster x5]\n wait (0) seconds\n end\n if <<(Boosts touched) = [10]> and <[achivements v] contains [Booster x10]?>> then\n Achievement Unlocked notify [Booster x10]\n wait (0) seconds\n end\n if <<(Spikes touched) > [1]> and <[achivements v] contains [Spiky x1]?>> then\n Achievement Unlocked notify [Spiky x1]\n wait (0) seconds\n end\n if <<(Spikes touched) > [5]> and <[achivements v] contains [Spiky x5]?>> then\n Achievement Unlocked notify [Spiky x5]\n wait (0) seconds\n end\n if <<(touching secret?) = [yes]> and <[achivements v] contains [Secret Cave]?>> then\n Achievement Unlocked notify [Secret Cave]\n wait (0) seconds\n end\n if <<(left) = [yes]> and <[achivements v] contains [A step to the left!]?>> then\n Achievement Unlocked notify [A step to the left!]\n wait (0) seconds\n end\n if <<(left) = [yes]> and <[achivements v] contains [A step to the left!]?>> then\n Achievement Unlocked notify [A step to the left!]\n wait (0) seconds\n end\n if <<(right) = [yes]> and <[achivements v] contains [A step to the right!]?>> then\n Achievement Unlocked notify [A step to the right!]\n wait (0) seconds\n end\n if <<(arrows) = [yes]> and <[achivements v] contains [Arrows]?>> then\n Achievement Unlocked notify [Arrows]\n wait (0) seconds\n end\n if <<(wasd) = [yes]> and <[achivements v] contains [WASD]?>> then\n Achievement Unlocked notify [WASD]\n wait (0) seconds\n end\n if <<(Rainbow?) = [yes]> and <[achivements v] contains [Rainbow]?>> then\n Achievement Unlocked notify [Rainbow]\n wait (0) seconds\n end\n if <<(Open list?) = [yes]> and <[achivements v] contains [I can see them all]?>> then\n Achievement Unlocked notify [I can see them all]\n wait (0) seconds\n end\n if <<(deaths) > [1]> and <[achivements v] contains [Oof x1]?>> then\n Achievement Unlocked notify [Oof x1]\n wait (0) seconds\n end\n if <<(deaths) > [2]> and <[achivements v] contains [Oof x2]?>> then\n Achievement Unlocked notify [Oof x2]\n wait (0) seconds\n end\n if <<(deaths) > [5]> and <[achivements v] contains [Oof x5]?>> then\n Achievement Unlocked notify [Oof x5]\n wait (0) seconds\n end\n if <<(mobile?) = [yes]> and <[achivements v] contains [Mobile]?>> then\n Achievement Unlocked notify [Mobile]\n wait (0) seconds\n end\n if <<[achivements v] contains [Ding]?> and <[achivements v] contains [✅]?>> then\n Achievement Unlocked notify [Ding]\n wait (0) seconds\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[achivements v] contains [Up]?>> then\n Achievement Unlocked notify [Up]\n wait (0) seconds\n end\n if <<(touching mouse?) = [true]> and <[achivements v] contains [Tickly]?>> then\n Achievement Unlocked notify [Tickly]\n wait (0) seconds\n end\n if <<([abs v] of (speed x) ) > [5.66]> and <[achivements v] contains [Supersonic]?>> then\n Achievement Unlocked notify [Supersonic]\n wait (0) seconds\n end\n if <<(poked?) = [true]> and <[achivements v] contains [Pokey]?>> then\n Achievement Unlocked notify [Pokey]\n wait (0) seconds\n end\nend\n\ndefine Check achievement completion\nset [i v] to [1]\nset [finish? v] to [yes]\nrepeat (length of [achivements v])\n if <not <(item (i) of [achivements v]) = [✅]>> then\n set [finish? v] to [no]\n end\n change [i v] by (1)\nend\nif <(finish?) = [yes]> then\n broadcast (End Screen v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [play game v]\nforever\n Check achievement completion\nend\n\nwhen [9 v] key pressed\nif <(username) = [rayli1123]> then\n replace item (1) of [achivements v] with [✅]\n replace item (2) of [achivements v] with [✅]\n replace item (3) of [achivements v] with [✅]\n replace item (4) of [achivements v] with [✅]\n replace item (5) of [achivements v] with [✅]\n replace item (6) of [achivements v] with [✅]\n replace item (7) of [achivements v] with [✅]\n replace item (8) of [achivements v] with [✅]\n replace item (9) of [achivements v] with [✅]\n replace item (10) of [achivements v] with [✅]\n replace item (11) of [achivements v] with [✅]\n replace item (12) of [achivements v] with [✅]\n replace item (13) of [achivements v] with [✅]\n replace item (14) of [achivements v] with [✅]\n replace item (15) of [achivements v] with [✅]\n replace item (16) of [achivements v] with [✅]\n replace item (17) of [achivements v] with [✅]\n replace item (18) of [achivements v] with [✅]\n replace item (19) of [achivements v] with [✅]\n replace item (20) of [achivements v] with [✅]\n replace item (21) of [achivements v] with [✅]\n replace item (22) of [achivements v] with [✅]\n replace item (23) of [achivements v] with [✅]\n replace item (24) of [achivements v] with [✅]\n replace item (25) of [achivements v] with [✅]\n replace item (26) of [achivements v] with [✅]\n replace item (27) of [achivements v] with [✅]\n replace item (28) of [achivements v] with [✅]\n replace item (29) of [achivements v] with [✅]\n replace item (30) of [achivements v] with [✅]\n replace item (31) of [achivements v] with [✅]\n replace item (32) of [achivements v] with [✅]\n replace item (33) of [achivements v] with [✅]\nend\n\nwhen flag clicked\nset [highscore v] to ((☁ highscore) / (1000))\n\nwait (0) seconds\n\n@Timer\n\nwhen I start as a clone\nset size to (90) %\nforever\n go to x: (((digits) * (11)) - (30)) y: (-50)\n if <(length of (timer)) < (digits)> then\n hide\n else\n show\n if <(letter (digits) of (timer)) = [.]> then\n switch costume to (costume11 v)\n else\n switch costume to (letter (digits) of (timer))\n end\n end\nend\n\ndefine Generate Number Clones\nset [digits v] to [0]\nrepeat (20)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nGenerate Number Clones\n\n@Secret Cave\n\nwhen I receive [play game v]\nshow\ngo to x: (-210) y: (-155)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen flag clicked\nhide\n\n@You win!\n\nwhen I receive [end screen v]\nset [your score v] to (timer)\nshow variable [your score v]\nshow variable [highscore v]\nshow\nset [your score v] to ((round ((your score) * (1000))) / (1000))\nif <(your score) < (highscore)> then\n set [☁ highscore v] to ((your score) * (1000))\n set [highscore v] to ((☁ highscore) / (1000))\nend\nstop [all v]\n\nwhen flag clicked\nhide\nhide variable [your score v]\nhide variable [highscore v]\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
Sorry, I haven't posted a project in so long! I've been busy and school has started.\nIf you don't know how to get achievements, please just look at the code or the costumes of the notification sprite. I'm not going to give away how to get them ;D.\n-----------------HOW TO PLAY-----------------\nUse the arrows, WASD keys, or the mouse to move around. Hover over the brown box on the right to view the achievement list and see how many you've completed. You can press see inside to view how to get the achievements, just like a scavenger hunt, but you can't get a high score. Exit the editor and reload the page to be back in the running!\n----------------------CREDITS----------------------\nMusic: Amazing plan by Kevin Macleod\nIdea: Armor Games\nArt: 100% me\nCode: 100% me\n\nSTUFF NO ONE CARES ABOUT\n9-17-2020: @MaxyBrian - (2000+ followers) Loved and Faved!\n9-17-2020: @QuaXX (5500+ followers) Loved!\n9-17-2020: @actionnzenx (700+ followers) Loved!
ROBOT || ☁️multiplayer platformer #games
@Stage\n\nwhen flag clicked\n\nwhen I receive [begin v]\nforever\n play sound [Plugged by -xaf- v] until done\nend\n\n@blank\n\n@player\n\nwhen flag clicked\nhide\nset [max players v] to [7]\nset [my player # v] to [0]\nCreate List\nbroadcast (setup - multiplayer v) and wait\nbroadcast (game ready? v) and wait\nif <(MY PLAYER #) > [0]> then\n show\n broadcast (BEGIN v)\nelse\n broadcast (eek v)\nend\n\ndefine Create List\ndelete all of [letters v]\nrepeat (9)\n add [] to [letters v]\nend\nadd [a] to [letters v]\nadd [b] to [letters v]\nadd [c] to [letters v]\nadd [d] to [letters v]\nadd [e] to [letters v]\nadd [f] to [letters v]\nadd [g] to [letters v]\nadd [h] to [letters v]\nadd [i] to [letters v]\nadd [j] to [letters v]\nadd [k] to [letters v]\nadd [l] to [letters v]\nadd [m] to [letters v]\nadd [n] to [letters v]\nadd [o] to [letters v]\nadd [p] to [letters v]\nadd [q] to [letters v]\nadd [r] to [letters v]\nadd [s] to [letters v]\nadd [t] to [letters v]\nadd [u] to [letters v]\nadd [v] to [letters v]\nadd [w] to [letters v]\nadd [x] to [letters v]\nadd [y] to [letters v]\nadd [z] to [letters v]\nadd [0] to [letters v]\nadd [1] to [letters v]\nadd [2] to [letters v]\nadd [3] to [letters v]\nadd [4] to [letters v]\nadd [5] to [letters v]\nadd [6] to [letters v]\nadd [7] to [letters v]\nadd [8] to [letters v]\nadd [9] to [letters v]\nadd [+] to [letters v]\nadd [-] to [letters v]\nadd [_] to [letters v]\nadd [.] to [letters v]\nadd [!] to [letters v]\nadd [>] to [letters v]\nadd [:] to [letters v]\nadd [\)] to [letters v]\nadd [ ] to [letters v]\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (Encoded) (item # of (letter (letter #) of (val)) in [letters v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (Encoded) [00])\n\nwhen I receive [begin v]\nset [chat value v] to (username)\npoint in direction (90)\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\n if <not <(chat value) = (username)>> then\n say (chat value)\n else\n say []\n end\nend\n\ngo to [front v] layer\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n set [☁ p7 v] to (value)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nshow\nforever\n chat\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (chat value) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nset cloud # (MY PLAYER #) to (Encoded)\n\nwrite (costume [name v]) to encoded\n\nwhen I receive [begin v]\nset [sever timeout v] to [0]\nswitch costume to (floor1 v)\nset size to (40) %\nset [sy v] to [0]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n setup\n repeat until <(exit) > []>\n show\n tick\n broadcast (Tick v) and wait\n end\n game - die\nend\n\ndefine tick\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change player x by [12]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (upleft v)\n else\n switch costume to (left v)\n end\n change player x by [-12]\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (upleft v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (upright v)\n else\n switch costume to (up v)\n end\n end\n if <(in air) < [2]> then\n set [sy v] to [16]\n end\nend\nif <not <key (any v) pressed?>> then\n switch costume to (middle v)\nend\nif <key (any v) pressed?> then\n set [sever timeout v] to [0]\nend\nchange [sy v] by (-1)\nchange player y by (sy)\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) < [-575]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-575]> then\n set [exit v] to [1]\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)?> or <touching (moving v)?>> or <touching (movingleftright 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 chat\nif <<(CHAT READY?) = [yes]> and <<<key (1 v) pressed?> or <key (2 v) pressed?>> or <key (3 v) pressed?>>> then\n if <key (1 v) pressed?> then\n set [chat value v] to [hello!]\n broadcast (chat receed v)\n set [delay v] to ((timer) + (15))\n end\n if <key (2 v) pressed?> then\n set [chat value v] to [>:\)]\n broadcast (chat receed v)\n set [delay v] to ((timer) + (15))\n end\n if <key (3 v) pressed?> then\n set [chat value v] to [no comment]\n broadcast (chat receed v)\n set [delay v] to ((timer) + (15))\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(timer) > (delay)> then\n set [chat value v] to (username)\n end\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nchange [in air v] by (1)\nposition\nif <<<touching (platforms v)?> or <touching (moving v)?>> or <touching (movingleftright v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<<touching (platforms v)?> or <touching (moving v)?>> or <touching (movingleftright v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<<touching (platforms v)?> or <touching (moving v)?>> or <touching (movingleftright 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\nrepeat (10)\n turn right (10) degrees\n change y by (5)\n change [ghost v] effect by (5)\nend\nset [grav v] to [-0.3]\nrepeat (10)\n turn right (10) degrees\n change y by (grav)\n change [grav v] by (-0.7)\n change [ghost v] effect by (5)\nend\nhide\nwait (0.5) seconds\nclear graphic effects\npoint in direction (90)\n\nwhen I receive [death v]\nset [exit v] to [1]\n\nwhen I receive [fetch y v]\nset [fetched v] to (y)\n\nwhen I receive [tick v]\nif <not <touching (borders v)?>> then\n go to [front v] layer\nend\nchange [sever timeout v] by (1)\nif <(sever timeout) > [1000]> then\n broadcast (timeout v)\nend\n\nwhen I receive [jump v]\nset [sy v] to [12]\n\ndefine setup\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [exit v] to []\nset [in air v] to [0]\nshow\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 [exit v] to []\nset [in air v] to [0]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nbroadcast (shake v)\nhide\n\n@multiplayer\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (Encoded)) (letter ((letter #) + (1)) of (Encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [letters v]))\nend\n\ndefine setup players\nset [offline? v] to [100]\nset [player # v] to [1]\nshow\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\nhide\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline? v] to [100]\n hide\n else\n tick\n wait (.1) seconds\n end\nend\n\nwhen I receive [setup - multiplayer v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline? v] by (2)\n if <<(offline?) = [100]> or <(offline?) > [100]>> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline?) > [99]> then\n show\n end\n set [offline? v] to [0]\nend\nBegin decode of (value)\nvalue = read from encoded\nsay (value)\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\ncostume check\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n set [value v] to (☁ P7)\n end\n end\n end\n end\n end\nend\n\nchange [ghost v] effect by (2)\n\nwhen I receive [game ready? v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n\n\ndefine costume check\nif <(y position) > [155]> then\n switch costume to (arrow v)\n point in direction (0)\n set y to (157)\n set size to (100) %\nend\nif <(x position) > [210]> then\n point in direction (90)\n set x to (215)\n switch costume to (arrow v)\n set size to (100) %\nend\nif <(x position) < [-200]> then\n point in direction (-90)\n set x to (-215)\n switch costume to (arrow v)\n set size to (100) %\nend\nif <not <<<(x position) > [210]> or <(y position) > [155]>> or <(x position) < [-200]>>> then\n point in direction (90)\n switch costume to (middle v)\n set size to (40) %\nend\n\n\n\n\n\nif <(costume [number v]) = [1]> then\n\n\n \nend\n\nswitch costume to (value)\n\n@chat ui\n\nwhen I receive [begin v]\nswitch costume to (main v)\nclear graphic effects\nset [chat ready? v] to [no]\nset [ghost v] effect to (50)\nhide\nforever\n if <(CHAT READY?) = [yes]> then\n if <<<<key (c v) pressed?> or <key (1 v) pressed?>> or <key (2 v) pressed?>> or <key (3 v) pressed?>> then\n wait until <not <<<<key (c v) pressed?> or <key (1 v) pressed?>> or <key (2 v) pressed?>> or <key (3 v) pressed?>>>\n broadcast (chat receed v)\n end\n else\n if <<<<key (c v) pressed?> or <key (1 v) pressed?>> or <key (2 v) pressed?>> or <key (3 v) pressed?>> then\n wait until <not <<<<key (c v) pressed?> or <key (1 v) pressed?>> or <key (2 v) pressed?>> or <key (3 v) pressed?>>>\n show\n go to x: (-280) y: (0)\n create clone of (_myself_ v)\n set [movement v] to [20]\n set [chat ready? v] to [yes]\n repeat (10)\n change x by (movement)\n change [movement v] by (-2)\n end\n end\n end\nend\n\nwhen I start as a clone\nset [movement v] to [20]\nclear graphic effects\nswitch costume to (text v)\nset [brightness v] effect to (20)\ngo to [front v] layer\nrepeat (10)\n change x by (movement)\n change [movement v] by (-2)\nend\n\nwhen I receive [chat receed v]\nset [movement v] to [-20]\nrepeat (5)\n change x by (movement)\n change [movement v] by (3.2)\nend\nset [chat ready? v] to [no]\nhide\ndelete this clone\n\n@ui\n\nwhen flag clicked\nset [check v] to [no]\nload\nshow\nclear graphic effects\nswitch costume to (connecting v)\n\nwhen I receive [begin v]\nif <(CHECK) = [no]> then\n switch costume to (connected! v)\n wait (1.2) seconds\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (begin v)\n hide\n set [check v] to [jnnjknjkbkjbiubyiubhijbhj]\nend\n\nwhen I receive [eek v]\nbroadcast (timeout v)\nswitch costume to (full v)\nstop [all v]\n\ndefine load\ngo to x: (-150) y: (-125)\npoint in direction (90)\nset [ghost.. v] to [0]\nset [which clone v] to [0]\nrepeat (12)\n create clone of (_myself_ v)\n turn right (30) degrees\n change [ghost.. v] by (1)\nend\npoint in direction (90)\ngo to x: (0) y: (0)\n\nturn right (15) degrees\n\nwhen I start as a clone\nswitch costume to (1 v)\ngo to [front v] layer\nrepeat (100)\n go to [front v] layer\n if <<(ghost..) = (which clone)> or <(ghost..) = ((which clone) + (10))>> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n change [which clone v] by (1)\n wait (0.25) seconds\nend\n\nwhen I receive [begin v]\ndelete this clone\n\n\n set [ghost v] effect to (25)\nend\n\nif <(which clone) > [11]> then\n change [which clone v] by (-2)\nend\n\nwhen I receive [timeout v]\nstop [other scripts in sprite v]\nswitch costume to (disconnect v)\nclear graphic effects\ngo to [front v] layer\nshow\nstop [all v]\n\n@platforms\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\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 (floor1 v)\nclone at [-50] [-116]\nclone at [420] [-116]\nclone at [800] [-116]\nclone at [1499] [-116]\nclone at [2099] [-200]\nclone at [2500] [-400]\nclone at [1850] [-400]\nclone at [1000] [-400]\nset [x v] to [999999]\n\ndefine position (x ) (y)\ngo to x: (x ) y: (y)\nif <<(x ) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\nnext costume\n\n@bots\n\nwhen flag clicked\nswitch costume to (monster1 v)\nset size to (75) %\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nswitch costume to (join [monster] ((costume [number v]) + (1)))\nif <(costume [number v]) = [25]> then\n switch costume to (monster1 v)\nend\nif <touching (player v)?> then\n broadcast (fetch y v) and wait\n if <(fetched) > ((y) + (45))> then\n wait (0.01) seconds\n set [death v] to [go]\n broadcast (jump v)\n else\n broadcast (death v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x ) (y)\ngo to x: (x ) y: (y)\nif <<(x ) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [death v] to []\nset [x v] to [250]\nset [movement v] to [200,300]\nset [y v] to [-172]\nswitch costume to (monster1 v)\ncreate clone of (_myself_ v)\nswitch costume to (monster1 v)\nset [x v] to [1079]\nset [y v] to [-17]\ncreate clone of (_myself_ v)\nhide\nset [x v] to [9999999]\n\nwhen I start as a clone\nforever\n if <(death) = [go]> then\n switch costume to (monsterdeath v)\n repeat (4)\n next costume\n wait (0.01) seconds\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\n\nif <((round (x)) - (join (letter (1) of (movement)) (join (letter (2) of (movement)) (letter (3) of (movement))))) > [0]> then\n\nwhen I start as a clone\nforever\n repeat (50)\n change [x v] by (0.5)\n end\n repeat (50)\n change [x v] by (-0.5)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n go to [front v] layer\n change size by (5)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [timeout v]\nhide\n\n@spikes\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (death v)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (spike v)\nclone at [-50] [-116]\nclone at [420] [-116]\nset [x v] to [999999]\n\ndefine position (x ) (y)\ngo to x: (x ) y: (y)\nif <<(x ) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\nnext costume\n\n@moving\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\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 (floor1 v)\nclone at [580] [-220]\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 ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (50)\n change [x v] by (2.5)\n end\n repeat (50)\n change [x v] by (1.25)\n change [y v] by (3)\n end\n repeat (50)\n change [x v] by (-2.5)\n change [y v] by (-3)\n end\n repeat (50)\n change [x v] by (-1.25)\n end\nend\n\n@Borders\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nclone\n\nwhen I start as a clone\nshow\nif <(clone) = [0]> then\n go to x: (220) y: (0)\n switch costume to (screen v)\n point in direction (90)\n repeat (10)\n change x by (-20)\n go to [front v] layer\n end\n repeat (10)\n change x by (-2)\n go to [front v] layer\n end\n repeat (10)\n change x by (20)\n go to [front v] layer\n end\n repeat (10)\n change x by (2)\n go to [front v] layer\n end\nelse\n go to x: (-220) y: (0)\n switch costume to (screen2 v)\n point in direction (-90)\n go to [front v] layer\n repeat (10)\n change x by (20)\n go to [front v] layer\n end\n repeat (10)\n change x by (2)\n go to [front v] layer\n end\n repeat (10)\n change x by (-20)\n go to [front v] layer\n end\n repeat (10)\n change x by (-2)\n go to [front v] layer\n end\nend\ndelete this clone\n\ndefine clone\nset [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\n@deco\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\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 (words v)\nclone at [150] [-116]\nclone at [1525] [-116]\nclone at [2204] [-129]\nclone at [2381] [-425]\nset [x v] to [999999]\n\ndefine position (x ) (y)\ngo to x: (x ) y: (y)\nif <<(x ) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\nnext costume\n\nclone at [2204] [-129]\nset [x v] to [999999]\n\n@lava\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (death v)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (lava v)\nclone at [1525] [-200]\nset [x v] to [999999]\n\nclone at [420] [-116]\n\ndefine position (x ) (y)\ngo 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 ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n repeat (25)\n change [y v] by (-0.5)\n end\n repeat (25)\n change [y v] by (0.5)\n end\nend\n\n@movingleftright\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\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 (floor1 v)\nclone at [1550] [-500]\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 ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (100)\n change [x v] by (-2.5)\n end\n repeat (100)\n change [x v] by (2.5)\n end\nend\n\n@exit\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (win v)\n stop [other scripts in sprite v]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (floor1 v)\nclone at [1000] [-400]\nset [x v] to [9999]\n\ndefine position (x ) (y)\ngo to x: (x ) y: (y)\nif <<(x ) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x ) (y )\nset [x v] to (x )\nset [y v] to (y )\ncreate clone of (_myself_ v)\nnext costume\n\n@ndjonwjodnjwandj\n\nwhen I receive [shake v]\nshow\nset [radius v] to [50]\nrepeat (25)\n set x to (pick random ((radius) * (-1)) to (radius))\n set y to (pick random ((radius) * (-1)) to (radius))\n change [radius v] by (-2)\nend\nbroadcast (number v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@numbers\n\ndefine write (number) at X (x) y (y) (size)\nshow\nset [letter # v] to [1]\nswitch costume to (letter (letter #) of (number))\nset y to (y)\nset x to (x)\nset [real size v] to (((size) * (100)) / ((length of (number)) * (25)))\nset size to (real size) %\nrepeat (length of (number))\n create clone of (_myself_ v)\n change x by ((real size) / (7.5))\n change [letter # v] by (1)\n switch costume to (letter (letter #) of (number))\nend\nhide\n\nwhen I receive [number v]\ngo to [front v] layer\nwrite ((timer) - (3)) at X [-75] y [-90] [300]\n\n
Can you beat my record of 14.719 seconds?\nWarning: this may lag on many devices\n(in order to reduce lag, I decided to add waits in the multiplayer positioning scripts, so sorry if the multiplayer is jumping around too much XD)\nquite short as this was mostly an experiment :)\nc to chat
[Easier] Super Hard || A Multiplayer Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (load v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n switch backdrop to (joined v)\n wait (1) seconds\n switch backdrop to (blank v)\n broadcast (begin v)\nelse\n switch backdrop to (full v)\n stop [all v]\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n set [☁ p4 v] to (value)\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((x position) + (SCROLL X)) to encoded\nwrite ((y position) + (SCROLL Y)) to encoded\nset cloud # (My Player #) to (encoded)\n\ngo to (mouse-pointer v)\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [checkpoint v] to [0]\nset [player2: x v] to [0]\nset [player2: y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [exit v]\nhide variable [in air v]\nhide variable [level v]\nhide variable [mouse v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [player2: x v]\nhide variable [player2: y v]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1080]\n set [y v] to [0]\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\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\nwait (1) seconds\nchange [level v] by (1)\nset [exit v] to []\n\nwhen I receive [play game v]\nforever\n change [color v] effect by (25)\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win!\n else\n Game - Die\n end\nend\n\ndefine 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\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nset [sx v] to ((sx) * (0.8))\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)\nPosition\nTest - Die\nchange [scroll x v] by (round (((Player2: x) - (SCROLL X)) / (3)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player2: y) - (SCROLL Y)) / (15)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player2: y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\nhide\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\nwait (0.5) seconds\n\ndefine Change player y by (sy)\nchange [player2: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player2: y v] by (-1)\n else\n change [player2: 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 [player2: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player2: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player2: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player2: x v] by (-1)\n else\n change [player2: x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Position\ngo to x: ((Player2: x) - (SCROLL X)) y: ((Player2: y) - (SCROLL Y))\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n end\nend\n\nwhen I receive [begin v]\nforever\n Bounce\nend\n\ndefine Bounce\nif <touching (bounce pad v)?> then\n set [sy v] to [23]\nend\n\nwhen flag clicked\n\nforever\n if <<touching (spikes v)?> or <touching (_edge_ v)?>> then\n broadcast (die v)\n end\nend\n\nwhen I receive [die v]\n\nforever\n\ngo to x: (0) y: (0)\n\ngo to (checkpoint v)\n\nwhen flag clicked\nforever\n if then\n broadcast (Check 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if then\n Game - Die\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n broadcast (End v)\n end\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n set [value v] to (☁ P4)\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (join (player #) (join [: ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n\n\nwhen flag clicked\nforever\n if <<(y position) > [-160]> or <(y position) < [160]>> then\n switch costume to (player v)\n end\n if <<(x position) > [-230]> or <(x position) < [230]>> then\n switch costume to (player v)\n end\n if <<(y position) > [160]> or <(y position) < [-160]>> then\n end\n if <<(x position) > [230]> or <(x position) < [-230]>> then\n end\nend\n\nswitch costume to (player2 v)\n\nswitch costume to (player2 v)\n\n@Loading\n\nwhen flag clicked\nhide\n\nwhen I receive [load v]\nshow\ngo to x: (5) y: (-24)\nforever\n turn right (15) degrees\n if <(backdrop [number v]) > [2]> then\n hide\n stop [this script v]\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest 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: [0] y: [160]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [10]\n Clone at x: [-250] y: [20]\n Clone at x: [360] y: [80]\n Clone at x: [700] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\n@Bounce Pad\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest 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: [0] y: [160]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [10]\n Clone at x: [-250] y: [20]\n Clone at x: [360] y: [80]\n Clone at x: [700] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n hide\nend\n\n@grassland\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\n\n@End\n\nwhen I receive [green flag v]\nset [level v] to [1]\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 (forest 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: [0] y: [160]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [10]\n Clone at x: [-250] y: [20]\n Clone at x: [360] y: [80]\n Clone at x: [700] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n 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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n show\n go to [front v] layer\n stop [all v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
This is the easier version of my Super Hard Platformer game!
99% Pen Platformer 2 #Games
@Stage\n\nwhen I receive [intro finished v]\nforever\n play sound [Vexento - Masked Heroes v] until done\nend\n\n@Physics\n\ndefine Physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> then\n change y by (1)\nend\nif <touching color (#186f1f)?> 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) > [0]>>> then\n set [yv v] to [14]\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\nend\nchange y by (Yv)\nif <touching color (#186f1f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <touching color (#186f1f)?>> then\n set [yv v] to [14]\nend\nchange y by (1)\nif <touching color (#3fbada)?> then\n set [yv v] to [17]\nend\nif <touching color (#ff5300)?> then\n broadcast (Game Over My guys v) and wait\nend\n\ndefine Draw Line From: (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Ground\nif <(LEVEL) = [1]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-150]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-170] to [240] [-170]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-70] [-110] to [90] [-110]\nend\nif <(LEVEL) = [2]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-120]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-170] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-70] [-100] to [90] [-90]\nend\nif <(LEVEL) = [3]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-120] to [240] [-120]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [-10] [-50] to [20] [-50]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [70] [-20] to [100] [-5]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [-120] [-120] to [-120] [50]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-140] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-20] [-80] to [180] [-80]\nend\nif <(LEVEL) = [4]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-120] to [240] [-120]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [-20] [-50] to [170] [-50]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [-20] [-50] to [170] [-50]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [-100] [0] to [-30] [0]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [170] [-50] to [170] [100]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-140] to [240] [-140]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-20] [-80] to [180] [-80]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [20] [-43] to [160] [-43]\n set pen color to (#3fbbda)\n set pen size to (10)\n Draw Line From: [-90] [5] to [-40] [5]\nend\nif <(LEVEL) = [5]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-130] to [240] [-150]\n set pen color to (#186f1f)\n set pen size to (10)\n Draw Line From: [50] [-70] to [100] [-70]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-170]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-80] [-100] to [90] [-105]\nend\nif <(LEVEL) = [6]> then\n set pen color to (#186f1f)\n set pen size to (80)\n Draw Line From: [-240] [-150] to [240] [-150]\n set pen color to (#186f1f)\n set pen size to (8)\n Draw Line From: [0] [-50] to [25] [-50]\n set pen color to (#543921)\n set pen size to (80)\n Draw Line From: [-240] [-170] to [240] [-170]\n set pen color to (#ff3131)\n set pen size to (8)\n Draw Line From: [-20] [-110] to [2000] [-110]\n set pen color to (#ff5400)\n set pen size to (6)\n Draw Square at: [200] [0] size [10]\nend\n\ndefine Draw Square at: (centerx) (centery) size (side length)\ngo to x: ((centerx) + ((side length) / (2))) y: ((centery) + ((side length) / (2)))\npen down\ngo to x: ((centerx) + ((side length) / (-2))) y: ((centery) + ((side length) / (2)))\ngo to x: ((centerx) + ((side length) / (-2))) y: ((centery) + ((side length) / (-2)))\ngo to x: ((centerx) + ((side length) / (2))) y: ((centery) + ((side length) / (-2)))\ngo to x: ((centerx) + ((side length) / (2))) y: ((centery) + ((side length) / (2)))\npen up\n\ndefine Draw Player\nset pen color to (#383838)\nset pen size to (3)\nDraw Square at: (Player X) (Player Y) size [16]\nDraw Square at: (Player X) (Player Y) size [14]\nDraw Square at: (Player X) (Player Y) size [10]\nDraw Square at: (Player X) (Player Y) size [5]\nDraw Square at: (Player X) (Player Y) size [2]\n\ndefine Reset Player\nset pen (transparency v) to (0)\nset [player x v] to [-185]\nset [player y v] to [50]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Special Collision\nif <touching color (#ff3030)?> then\n start sound [steve-old-hurt-sound_XKZxUk4 v]\n repeat (5)\n change pen (transparency v) by (20)\n end\n Reset Player\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n Reset Player\nend\n\nwhen I receive [intro finished v]\nset [level v] to [1]\ngo to x: (-185) y: (50)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw Ground\n go to x: (Player X) y: (Player Y)\n Physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Special Collision\n Draw Player\n go to x: (Player X) y: (Player Y)\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [timer2 v] to (timer)\nend\n\nwhen [timer v] > (timer2)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Intro by @poliakoff \n\nwhen flag clicked\ngo to [front v] layer\nreset timer\nhide\nset volume to (100) %\nstart sound [TheFatRat+-+Time+Lapse.mp3 v]\nswitch costume to (tonyshark_ts v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (500) %\nset [intro: ghost v] to [100]\nset [ghost v] effect to (intro: ghost)\nshow\nwait (0.25) seconds\nrepeat (35)\n change size by (((100) - (size)) / (5))\n change [intro: ghost v] by (((0) - (intro: ghost)) / (5))\n set [ghost v] effect to (intro: ghost)\nend\nset size to (200) %\nrepeat (10)\n change size by (((250) - (size)) / (5))\nend\nrepeat (30)\n change size by (((150) - (size)) / (5))\nend\nset size to (150) %\nrepeat (10)\n change y by (-27)\n create clone of (_myself_ v)\n turn right (18) degrees\nend\nset y to ((0) - (y position))\nrepeat (10)\n change y by (-25)\n create clone of (_myself_ v)\n turn right (18) degrees\nend\nwait (0.25) seconds\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nswitch costume to (tonyshark_ts v)\nrepeat (20)\n change volume by (-5)\nend\nbroadcast (intro finished v)\n\nwhen I start as a clone\nif <(costume [name v]) = [tonyshark_ts]> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n hide\n set size to (10) %\n repeat (25)\n turn right (1) degrees\n switch costume to (black2 v)\n go to [front v] layer\n show\n change size by (300)\n switch costume to (black v)\n end\n broadcast (message1 v)\nend\n\nwhen I receive [intro finished v]\nif then\n delete this clone\nend\nhide\nset volume to (0) %\n\n@Intro BG\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [intro finished v]\nhide\n\nwhen I receive [game over my guys v]\nswitch costume to (2 v)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n
Use Arrow / WASD / Mobile to move\n\nLove, Fave, and maybe even follow? :D\nAs Highly Requested I have finally released Pen Platformer 2
~Pyramids~ A platformer~
@Stage\n\n@player\n\nwhen flag clicked\nset size to (100) %\nstart sound [Learn To Meow \(Official EDM Ver v]\nswitch backdrop to (thumbnail v)\nwait (1) seconds\ngo to x: (-168) y: (-125)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-168) y: (-125)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop8]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>> then\n change y by (1)\n end\n if <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>> then\n change y by (1)\n end\n if <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>> then\n change y by (1)\n end\n if <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>> then\n change y by (1)\n end\n if <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#ffdc43)?> or <<touching color (#deb914)?> or <touching color (#c4842d)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#a7902b)?> or > then\n go to x: (-168) y: (-125)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-168) y: (-125)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop18]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <touching color (#666666)?> then\n repeat (5)\n change size by (-10)\n end\n go to x: (-168) y: (-125)\n set size to (40) %\n end\nend\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@ground\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\nswitch backdrop to (thumbnail v)\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [thumbnail v]\nhide\n\n
This is the sequel to my platformer, 'Rainforest'. Play it here: https://scratch.mit.edu/projects/411976921/\n\nArrow keys to move, and rest of instructions are in the game. \n\n\n\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #exp#pyramids #explorer #game #egypt #platformerlorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer #game\n#pyramids #explorer #game #egypt #platformer #game #egypt #platformer\n#pyramids #explorer #game #egypt #platformer\n
Moon - A 360 Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@less lag\n\n@Platforms\n\ndefine Position\ngo to x: ((0) - (Scroll X)) y: ((0) - (Scroll Y))\npoint in direction ((0) - (Rotation))\n\nwhen I receive [tick v]\nPosition\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\n\nnext costume\n\nchange [level v] by (1)\n\n@Player\n\nwhen I receive [start v]\nset [change? v] to [0]\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [get direction? v] to [90]\n else\n set [get direction? v] to [-90]\n end\nelse\n set [get direction? v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [get direction? v] by (180)\n else\n if <(dx) < [0]> then\n change [get direction? v] by (-180)\n else\n set [get direction? v] to [180]\n end\n end\n end\nend\n\ndefine Move (sx) (sy)\nchange [position x v] by (sx)\nchange [position y v] by (sy)\nPosition\nif <touching color (#999999)?> then\n repeat (6)\n change [position x v] by ((1) * ([sin v] of ((Rotation) + (0)) ))\n change [position y v] by ((1) * ([cos v] of ((Rotation) + (0)) ))\n Position\n if <not <touching color (#999999)?>> then\n set [collided? v] to [1]\n set [can jump? v] to [5]\n stop [this script v]\n end\n end\n change [position x v] by (((-6) * ([sin v] of ((Rotation) + (0)) )) - (sx))\n change [position y v] by (((-6) * ([cos v] of ((Rotation) + (0)) )) - (sy))\n Position\n set [collided? v] to [2]\nelse\n set [collided? v] to [0]\nend\n\ndefine Position\nset [tx v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [ty v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\ngo to x: ((tx) - (Scroll X)) y: ((ty) - (Scroll Y))\n\ndefine Tick\nset [new speed x v] to [0]\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n set [new speed x v] to [-5]\nelse\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n set [new speed x v] to [5]\n else\n switch costume to (ball v)\n end\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <key (up arrow v) pressed?> then\n set [speed x v] to ((10) * ([sin v] of ((Rotation) + (0)) ))\n set [speed y v] to ((10) * ([cos v] of ((Rotation) + (0)) ))\n end\nend\nchange [speed x v] by ((1) * ([sin v] of ((Rotation) + (180)) ))\nchange [speed y v] by ((1) * ([cos v] of ((Rotation) + (180)) ))\nMove (Speed X) (Speed Y)\nif <(collided?) > [0]> then\n set [speed x v] to [0]\n set [speed y v] to [0]\nend\nif <not <(New Speed X) = [0]>> then\n set [new speed y v] to ((New Speed X) * ([cos v] of ((Rotation) + (90)) ))\n set [new speed x v] to ((New Speed X) * ([sin v] of ((Rotation) + (90)) ))\n Move (New Speed X) (New Speed Y)\nend\nGet Direction (Position X) (Position Y)\nset [rotation v] to (Get Direction?)\nset [scroll x v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [scroll y v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\nPosition\n\nMove ((Speed X) + (New Speed X)) ((Speed Y) + (New Speed Y))\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nset [position x v] to [0]\nset [position y v] to [250]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [rotation v] to [0]\nset [can jump? v] to [0]\nGet Direction (Position X) (Position Y)\nset [rotation v] to (Get Direction?)\nset [scroll x v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [scroll y v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\nPosition\nbroadcast (tick v) and wait\nforever\n Tick\n broadcast (tick v)\nend\n\nset [speed x v] to [0]\nset [speed y v] to [0]\n\n\n\n\n\nswitch costume to (costume2 v)\nset [new speed x v] to [-5]\n\nwhen flag clicked\nforever\n if <<<touching color (#41ff40)?> or > and <(Level) = [1]>> then\n broadcast (NEXT LEVEL v)\n go to [front v] layer\n reset\n end\n wait (0.00001) seconds\n if <<<touching color (#41ff40)?> or > and <(Level) = [2]>> then\n broadcast (NEXT LEVEL v)\n go to [front v] layer\n reset\n end\n wait (0.00001) seconds\n if <<<touching color (#41ff40)?> or > and <(Level) = [3]>> then\n broadcast (NEXT LEVEL v)\n go to [front v] layer\n reset\n end\n wait (0.00001) seconds\n if <<<touching color (#41ff40)?> or > and <(Level) = [4]>> then\n broadcast (NEXT LEVEL v)\n go to [front v] layer\n reset\n end\n wait (0.00001) seconds\n if <<<touching color (#41ff40)?> or > and <(Level) = [5]>> then\n broadcast (NEXT LEVEL v)\n go to [front v] layer\n reset\n end\n wait (0.00001) seconds\n if <<<touching color (#41ff40)?> or <touching color (#2aeb28)?>> and <(Level) = [6]>> then\n broadcast (NEXT LEVEL v)\n go to [front v] layer\n reset\n end\n wait (0.00001) seconds\nend\n\nset [level v] to [2]\n\nset [level v] to [3]\n\nset [level v] to [4]\n\nset [level v] to [5]\n\nset [level v] to [6]\n\nset [level v] to [7]\n\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <<touching color (#f5f5f5)?> or <touching color (#c6c6c6)?>> then\n set [position x v] to [0]\n set [position y v] to [250]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [rotation v] to [0]\n set [can jump? v] to [0]\n end\n if <touching color (#ff0000)?> then\n set [position x v] to [0]\n set [position y v] to [250]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [rotation v] to [0]\n set [can jump? v] to [0]\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <touching color (#41ff40)?> then\n end\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nchange [level v] by (1)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Moon - A 360 Platformer!\n\nPlease Love and Fave if you enjoyed it.\n\nArrow Keys to move!\n\nYou are playing on the moon, pretty much just collect all those green flags!\n\n\n\n\n#Fun\n#360\n#Platformer\n#Games\n#Hard\n#Nathanimations_\n#All\n#all\n#game\n#platformers
Scrolling Platformer Engine
@Stage\n\n@Sprite3\n\n@Sprite1\n\nwhen flag clicked\nset [size of level v] to [200]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\ngo to x: (336) y: (195)\nswitch costume to (this should be last costume v)\nset size to (Size of Level) %\nswitch costume to (costume3 v)\nforever\n if <(y position) > [800]> then\n broadcast (oof v)\n wait (1) seconds\n else\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [xv v] to [8]\n end\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [xv v] to [-8]\n end\n set [xv v] to ((XV) * (0.75))\n change x by ((-1) * (XV))\n end\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by (XV)\n set [xv v] to [0]\n change y by (5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (YV)\n if <touching (player v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching (player v)?> and <<key (up arrow v) pressed?> or <<<mouse down?> and <((mouse y) - (28)) > [50]>> or <key (w v) pressed?>>>> then\n set [yv v] to ((0) - ((Size of Level) / (14)))\n end\n change y by (-1)\n broadcast (Move Spike v)\nend\n\nwhen I receive [oof v]\nset [xv v] to [0]\ngo to x: (336) y: (185)\nset [yv v] to [0]\nswitch costume to (this should be last costume v)\nset size to (200) %\nswitch costume to (costume3 v)\n\ngo to x: (200) y: (156)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <(x position) = []> then\n next costume\n set [xv v] to [0]\n go to x: (336) y: (185)\n set [yv v] to [0]\n switch costume to (this should be last costume v)\n set size to (200) %\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (this should be last costume v)\n set size to (Size of Level) %\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nforever\n hide variable [size of level v]\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-50) y: (21)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n set size to ((Size of Level) / (2)) %\n switch costume to ( v)\nend\n\nwhen flag clicked\nforever\n play sound [hyaena v] until done\nend\n\nwhen flag clicked\nforever\n set [pitch v] effect to ((YV) * (-1))\nend\n\nwhen I receive [oof v]\nchange [pan left/right v] effect by (-10)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (set this to last costume v)\n set size to (Size of Level) %\n switch costume to (costume1 v)\nend\n\ndefine FAST\ngo to (sprite1 v)\ngo to (sprite1 v)\ngo to (sprite1 v)\ngo to (sprite1 v)\ngo to (sprite1 v)\ngo to (sprite1 v)\n\nwhen I receive [move spike v]\nforever\n FAST\n if <touching (player v)?> then\n broadcast (oof v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (300) y: (126)\nglide (7) secs to x: (-300) y: (126)\ndelete this clone\n\n@KEEP THIS\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1.4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
All info on how the code works is inside, you can move with the arrow keys (left arrow move left, right arrow move right, up arrow jump), and the player just stays in place while the ground moves, giving the illusion most scrolling platformers like Mario have. actually most professional platformers are scrolling ones, and many of these have complex code, so I attempted to make a simpler one. \nUSE WITH CREDIT\nReshared on main after deleting everything for April fools\nDOUBLE CLICK THE FLAG
Rotation - A 360° Platformer #Games
@Stage\n\n@level\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#ff0000)?> then\n broadcast (Restart v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n broadcast (Next Level v)\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [journey v] until done\n play sound [Summit v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n
Rotation - A 360° Platformer \n\nHow To Play: Use Arrow Keys to move or Mobile. Do not hit spikes. The Platformer level spins with you!\n\nFollow me @Ryham301 for more amazing games\n\nCredits:\n\nBasic 360* by pranavhaha\n\nMusic by Xaf and Scratchinjojo\n\nTags:\n\n#Games #Games #All #All
Cyber Quest | A Platformer | v1.5
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (100)\n\nwhen I receive [start pressed v]\nforever\n wait (1) seconds\nend\n\nwhen I receive [game ended v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n broadcast (Lvl 21 Rached v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (32)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nswitch backdrop to (dunnnnn13 v)\n\nwhen I receive [introdone v]\nset [brightness v] effect to (0)\n\n@Player\n\nwhen I receive [death v]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (4)\n delete this clone\nend\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (player right v)\n\nwhen I receive [skins needed v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [color v] effect by (10)\n\nset [level v] to [4]\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to [back v] layer\nrepeat (15)\n switch costume to (player thingy v)\n change size by (-3)\n change [ghost v] effect by (7)\nend\nchange [clone # v] by (-1)\ndelete this clone\n\nwhen flag clicked\nhide variable [deaths ☠ v]\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n show variable [deaths ☠ v]\n end\nend\n\nwhen I receive [start pressed v]\nforever\n wait (pick random (1) to (7)) seconds\n if <(costume [number v]) = [1]> then\n repeat until <(costume [number v]) = [13]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <(costume [number v]) = [14]> then\n repeat until <(costume [number v]) = [27]>\n next costume\n end\n repeat until <(costume [number v]) = [14]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nbroadcast (Death v)\n\ndefine Say (text) At Speed (speed) With Pitch (pitch)\nset [pitch v] effect to ((80) + (((pitch) * (4)) - (5)))\ndelete all of [text v]\nset [text v] to []\nset [letter v] to []\nrepeat ((length of (text)) + (1))\n add (letter ((Letter) + (1)) of (text)) to [text v]\n set [text v] to (join (Text) (item (Letter) of [text v]))\n say (Text)\n start sound [Real SOund v]\n wait (speed) seconds\n change [letter v] by (1)\nend\nwait ((speed) * (20)) seconds\nsay []\n\nwhen I receive [start pressed v]\ngo to x: (-210) y: (-127)\nshow\ngo to [front v] layer\nswitch costume to (player thingy v)\nif <not <(Skip Talk) = [true]>> then\n Say [Robot Sequence Code: 19923485. Locating Server and Database.] At Speed [0.05] With Pitch [5]\n wait (1) seconds\n Say [Robot Activated!] At Speed [0.05] With Pitch [5]\n switch costume to (player right v)\n wait (1) seconds\n Say [Game Start!] At Speed [0.05] With Pitch [5]\n broadcast (Start Game v)\nend\n\nwhen I receive [start game v]\ngo to [front v] layer\nset size to (100) %\nswitch costume to (player right v)\nshow\nset [size v] to [100]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-96)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n if <(Level) = [20]> then\n switch costume to (player override right2 v)\n else\n switch costume to (player right v)\n end\n if <(PowerUp) = [41.5]> then\n change [x v] by (1.3)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n switch costume to (player left v)\n if <(Level) = [20]> then\n switch costume to (player override left2 v)\n else\n switch costume to (player left v)\n end\n if <(PowerUp) = [41.5]> then\n change [x v] by (-1.3)\n end\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [-5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (15)\n if <(PowerUp) = [43.44]> then\n set [y v] to [20]\n else\n set [y v] to [15]\n end\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (Level Analyse v)\n set [y v] to [0]\n set [x v] to [0]\n broadcast (NextLevelTransition v)\n wait (1.5) seconds\n go to x: (-174) y: (40)\n end\n if <touching (spikes v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (trampoline v)?> then\n set [y v] to [24]\n end\n if <touching (enemy bullet v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (malware - level 11 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (boss attack v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (malware - level 18 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <(Level) = [14]> then\n set size to (40) %\n else\n if <(Level) = [15]> then\n set size to (400) %\n else\n set size to (100) %\n end\n end\n if <touching (laser2 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser3 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser4 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser5 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser6 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser7 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (boss v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (bullet v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser8 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\n if <touching (laser9 v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-210) y: (-96)\n end\nend\n\nwhen flag clicked\nset [clone # v] to [0]\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\n\nwhen I receive [malware speech done v]\nSay [The only thing I have to do is get through the Malware!] At Speed [0.05] With Pitch [5]\nwait (1) seconds\nSay [His "Self-Esteem" will get hurt!] At Speed [0.05] With Pitch [5]\nwait (1) seconds\nSay [Resulting in him getting DEFEATED!] At Speed [0.05] With Pitch [5]\nwait (1) seconds\n\nset [level v] to [20]\n\nset [level v] to [4]\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n Say [Spikes!] At Speed [0.05] With Pitch [5]\n Say [Yikes!] At Speed [0.05] With Pitch [5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [powerup v] to [None]\nset [skip talk v] to [false]\n\nset [powerup v] to [yy]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (32)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\n\nwhen I receive [introdone v]\nset [brightness v] effect to (0)\n\nset [level v] to [21]\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n broadcast (Game Ended v)\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (50)\ngo [forward v] (1) layers\nshow\nset size to (150) %\ngo to x: (350) y: (pick random (-30) to (165))\nrepeat (269)\n change x by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Level) = [11]> then\n delete this clone\n end\nend\n\nwhen I receive [start pressed v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (4)) seconds\nend\n\n@Love/Fav Detector by TimMcCool! Thanks bro\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Snow/Rain\n\nwhen flag clicked\nset [clone # v] to [0]\nhide\nforever\n if <<(Level) = [3]> or <<(Level) = [7]> or <(Level) = [8]>>> then\n create clone of (_myself_ v)\n change [clone # v] by (1)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n go to x: (pick random (215) to (-215)) y: (155)\n set size to (pick random (20) to (65)) %\n switch costume to (snow v)\n show\n repeat until <touching (level v)?>\n change y by (-4)\n change x by ((mouse x) / (50))\n end\n if <touching (level v)?> then\n change [clone # v] by (-1)\n delete this clone\n else\n wait (1) seconds\n repeat (20)\n change y by (-0.5)\n end\n change [clone # v] by (-1)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [7]> then\n go to x: (pick random (215) to (-215)) y: (155)\n set size to (pick random (25) to (25)) %\n switch costume to (rain v)\n show\n repeat until <touching (level v)?>\n change y by (-20)\n change x by (-3)\n end\n if <touching (level v)?> then\n change [clone # v] by (-1)\n delete this clone\n else\n wait (1) seconds\n repeat (20)\n change y by (-0.5)\n end\n change [clone # v] by (-1)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n go to x: (pick random (215) to (-215)) y: (155)\n set size to (pick random (30) to (35)) %\n switch costume to (rain v)\n show\n repeat until <touching (level v)?>\n change y by (-30)\n change x by (-3)\n end\n if <touching (level v)?> then\n change [clone # v] by (-1)\n delete this clone\n else\n wait (1) seconds\n repeat (20)\n change y by (-0.5)\n end\n change [clone # v] by (-1)\n delete this clone\n end\n end\nend\n\n@Mute/Unmute Button\n\nwhen this sprite clicked\nif <(Mute) = [true]> then\n switch costume to (on v)\n set [mute v] to [false]\n set volume to (100) %\nelse\n if <(Mute) = [false]> then\n switch costume to (off v)\n set [mute v] to [true]\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nswitch costume to (on v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I receive [start pressed v]\nset [mute v] to [false]\nshow\nforever\n if <[20] > (Level)> then\n play sound [TheFatRat - Unity v] until done\n end\nend\n\nwhen flag clicked\nwait (7) seconds\nforever\n if <(Level) = [20]> then\n stop all sounds\n play sound [Undertale Megolovania v] until done\n end\nend\n\n@Thumbnail\n\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (full thumbnail v)\nshow\nclear graphic effects\nwait (0.5) seconds\nforever\n change [ghost v] effect by (5)\nend\n\n@Start Screen\n\nwhen I receive [start pressed v]\nhide\n\nwhen I receive [introdone v]\nshow\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset [brightness v] effect to (255)\n\n@Play\n\nwhen this sprite clicked\nbroadcast (Start Pressed v)\nplay sound [Coin v] until done\n\nwhen I receive [start pressed v]\nhide\n\nwhen I receive [introdone v]\nshow\nset [turn v] to [0]\npoint in direction (90)\nforever\n change [turn v] by (8)\n turn right (([cos v] of (Turn) ) * (3)) degrees\nend\n\nwhen I receive [introdone v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\n@First NextLevelTransition\n\nwhen flag clicked\nclear graphic effects\nset [color v] effect to (0)\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\n@Laser\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [18]>\n if <(Level) = [17]> then\n hide\n wait (1.5) seconds\n end\n if <(Level) = [17]> then\n show\n wait (1) seconds\n end\n end\n else\n hide\n end\nend\n\n@NextLevelTransition og\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [nextleveltransition v]\ngo [forward v] (10000) layers\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nchange [level v] by (1)\nwait (1.5) seconds\nrepeat (20)\n change y by (((345) - (y position)) / (4))\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nset [color v] effect to (0)\nforever\n change [color v] effect by (3)\nend\n\n@Laser2\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [19]>\n if <(Level) = [18]> then\n hide\n wait (1.5) seconds\n end\n if <(Level) = [18]> then\n show\n wait (1) seconds\n end\n end\n else\n hide\n end\nend\n\n@Laser3\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [19]>\n if <(Level) = [18]> then\n hide\n wait (2) seconds\n end\n if <(Level) = [18]> then\n show\n wait (4) seconds\n end\n end\n else\n hide\n end\nend\n\n@Laser4\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [19]>\n if <(Level) = [18]> then\n hide\n wait (0.6) seconds\n end\n if <(Level) = [18]> then\n show\n wait (1.5) seconds\n end\n end\n else\n hide\n end\nend\n\n@Laser5\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [19]>\n if <(Level) = [18]> then\n hide\n wait (2) seconds\n end\n if <(Level) = [18]> then\n show\n wait (3) seconds\n end\n end\n else\n hide\n end\nend\n\n@Malware - Level 11\n\nwhen I receive [level analyse v]\nset [received v] to [true]\n\nwhen I receive [level analyse v]\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\nset [level v] to [15]\n\nwhen I receive [level analyse v]\nrepeat until <(Level) = [13]>\n if <(Level) = [11]> then\n show\n go to x: (220) y: (-122)\n forever\n repeat (75)\n change x by (-4)\n end\n repeat (75)\n change x by (4)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [received v] to [false]\nhide\n\n@Malware - Level 18\n\nwhen I receive [level analyse v]\nset [received v] to [true]\n\nwhen I receive [level analyse v]\nforever\n if <(Level) = [19]> then\n hide\n end\nend\n\nset [level v] to [10]\n\nwhen I receive [level analyse v]\nrepeat until <(Level) = [20]>\n if <(Level) = [18]> then\n show\n go to x: (220) y: (-122)\n forever\n repeat (75)\n change x by (-1)\n end\n repeat (75)\n change x by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [received v] to [false]\nhide\n\n@Laser6\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [20]>\n if <(Level) = [19]> then\n hide\n wait (1.5) seconds\n end\n if <(Level) = [19]> then\n show\n wait (2.5) seconds\n end\n end\n else\n hide\n end\nend\n\n@Laser7\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [20]>\n if <(Level) = [19]> then\n hide\n wait (2) seconds\n end\n if <(Level) = [19]> then\n show\n wait (3) seconds\n end\n end\n else\n hide\n end\nend\n\n@Intro\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nset [clonecostume v] to (costume [number v])\nset [size v] to [70]\nif <(costume [number v]) = [3]> then\n repeat until <(size) > [1200]>\n switch costume to (costume3 v)\n change [size v] by (((1201) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\n end\nelse\n if <(costume [number v]) = [4]> then\n repeat until <(size) > [1050]>\n switch costume to (costume3 v)\n change [size v] by (((1051) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\n end\n else\n if <(costume [number v]) = [5]> then\n repeat until <(size) > [825]>\n switch costume to (costume3 v)\n change [size v] by (((826) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\n end\n else\n if <(costume [number v]) = [6]> then\n go to x: (0) y: (20)\n start sound [Water Drop v]\n go to [back v] layer\n set [cloney v] to [8]\n set size to (10) %\n repeat (20)\n change size by ((CloneY) / (2.5))\n change y by (CloneY)\n change [cloney v] by (-0.7)\n end\n set [colorchange? v] to [1]\n delete this clone\n else\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n hide\n set [s v] to (pick random (0.1) to (1))\n point in direction (pick random (0) to (360))\n go to (random position v)\n wait until <(timer) > [2]>\n show\n set size to (pick random (1) to (15)) %\n set [ghost v] effect to (pick random (20) to (50))\n repeat until <(timer) > [6.1 ]>\n go to [front v] layer\n turn right (0.25) degrees\n move ((s) / (3)) steps\n end\n delete this clone\n end\n end\n end\n end\nend\nrepeat until <(timer) > [5]>\n switch costume to (costume3 v)\n change [size v] by (0.2)\n set size to (Size) %\n switch costume to (CloneCostume)\nend\nset [cloney v] to [10]\nrepeat until <[200] > (size)>\n switch costume to (costume3 v)\n change [size v] by (CloneY)\n set size to (Size) %\n change [cloney v] by (-2)\n switch costume to (CloneCostume)\nend\nswitch costume to (CloneCostume)\nrepeat until <[20] > (size)>\n change [size v] by (CloneY)\n set size to (Size) %\n change [cloney v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nset volume to (1) %\nstart sound [Laszlo - Here We Are _NCS Release_ v]\nrepeat (100)\n change volume by (1)\nend\nbroadcast (IntroDone v)\n\nwhen flag clicked\nerase all\nreset timer\nClone\nset [colorchange? v] to [0]\nswitch costume to (red v)\nset size to (1) %\ngo to x: (0) y: (180)\npoint in direction (90)\nshow\nstart sound [High Whoosh v]\nrepeat until <[20] > (y position)>\n change size by (((75) - (size)) / (5))\n change y by (((19) - (y position)) / (5))\nend\ngo to x: (0) y: (20)\nswitch costume to (red4 v)\ncreate clone of (_myself_ v)\nswitch costume to (red v)\nwait until <(ColorChange?) = [1]>\nstart sound [Suction Cup v]\nswitch costume to (costume2 v)\nrepeat until <[1] > (y position)>\n change y by (((0) - (y position)) / (5))\nend\nstamp\nhide\nswitch costume to (red v)\nrepeat (3)\n wait (0.05) seconds\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (0)\nset size to (1) %\nshow\nrepeat until <(size) > [199.9]>\n change size by (((200) - (size)) / (5))\n turn right (((85) - (direction)) / (7)) degrees\n go to [front v] layer\nend\nerase all\nrepeat until <(timer) > [5]>\n change size by (0.2)\n turn right (0.2) degrees\nend\nset [spin v] to [10]\nrepeat until <[10] > (size)>\n change size by (Spin)\n change [spin v] by (-1)\nend\nswitch costume to (costume2 v)\nset size to (50) %\nwait until <(timer) > [6]>\nchange y by (-1)\nrepeat until <[-179] > (y position)>\n change y by ((y position) / (5))\n change size by (-1)\nend\nhide\n\ndefine Clone\nrepeat (25)\n switch costume to (pick random (8) to (9))\n create clone of (_myself_ v)\nend\n\nchange size by (((110) - (size)) / (4))\n\n@Boss\n\ndefine Say (text) At Speed (speed) With Pitch (pitch)\nset [pitch v] effect to ((80) + (((pitch) * (4)) - (5)))\ndelete all of [text v]\nset [text v] to []\nset [letter v] to []\nrepeat ((length of (text)) + (1))\n add (letter ((Letter) + (1)) of (text)) to [text v]\n set [text v] to (join (Text) (item (Letter) of [text v]))\n say (Text)\n start sound [Finger Snap v]\n wait (speed) seconds\n change [letter v] by (1)\nend\nwait ((speed) * (20)) seconds\nsay []\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n Say [Well, hello there young robot!] At Speed [0.05] With Pitch [5]\n wait (1) seconds\n Say [I see you have found me!] At Speed [0.05] With Pitch [5]\n wait (1) seconds\n Say [Your creator made me! I assume you already knew that!] At Speed [0.05] With Pitch [5]\n wait (1) seconds\n Say [You see, I have spent months acting on my master's order... TO TAKE OVER THE WORLD OF THE INTERNET!!!] At Speed [0.05] With Pitch [5]\n wait (1) seconds\n Say [And after all that planning, a young little robot ruins it all!] At Speed [0.05] With Pitch [5]\n wait (1) seconds\n Say [Now, you shall feel the wrath of THE MALWARE!] At Speed [0.05] With Pitch [5]\n repeat (40)\n change [color v] effect by (25)\n end\n broadcast (Malware Speech Done v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (1) y: (-3)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [20]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [20]\n\nwhen I receive [malware speech done v]\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [lvl 21 rached v]\nstop [other scripts in sprite v]\n\n@Laser8\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [21]>\n if <(Level) = [20]> then\n hide\n wait (1.5) seconds\n end\n if <(Level) = [20]> then\n show\n wait (2.5) seconds\n end\n end\n else\n hide\n end\nend\n\nset [level v] to [20]\n\n@Laser9\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n show\n go to x: (82) y: (-35)\n repeat until <(Level) = [21]>\n if <(Level) = [20]> then\n hide\n wait (1.5) seconds\n end\n if <(Level) = [20]> then\n show\n wait (2.5) seconds\n end\n end\n else\n hide\n end\nend\n\nset [level v] to [20]\n\nchange size by (((110) - (size)) / (4))\n\nchange size by (((110) - (size)) / (4))\n\n@Remember\n\nwhen I receive [start pressed v]\ngo to [front v] layer\nhide\nwait (5) seconds\nstart sound [Ding - Sound Effect \[HD\] v]\ngo to x: (0) y: (85)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (5) seconds\nglide (1) secs to x: (0) y: (85)\nhide\nforever\n go to [front v] layer\n hide\n wait (60) seconds\n start sound [Ding - Sound Effect \[HD\] v]\n go to x: (0) y: (85)\n show\n glide (1) secs to x: (0) y: (0)\n wait (3) seconds\n glide (1) secs to x: (0) y: (85)\n hide\nend\n\nwhen flag clicked\nhide\n\n@Skip - Only for supporters and testers\n\nwhen flag clicked\nhide\nCheck Skip Status\n\nwhen I receive [start pressed v]\nif <(Skip Button Active/Inactive) = [Active]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (NextLevelTransition v)\n end\n else\n set [brightness v] effect to (3)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\ndefine Check Skip Status\ndelete all of [username v]\nshow list [username v]\nset [skip button active/inactive v] to [Inactive]\nadd [neon2496] to [username v]\nadd [Eric_drmfslt] to [username v]\nadd [4cwefgtw9e587] to [username v]\nadd [panny-cake] to [username v]\nadd [Pavan2007] to [username v]\nadd [LightningTest27] to [username v]\nadd [Fallen_AngelLucifer] to [username v]\nadd [rishikd2019] to [username v]\nadd [Blockshade3D] to [username v]\nadd [Boop_My_Nose] to [username v]\nadd [Ultracool2708RBLX_8] to [username v]\nadd [2129771] to [username v]\nadd [soccer_star1] to [username v]\nadd [SypTitan] to [username v]\nadd [76tvboiz] to [username v]\nadd [bobcat0701] to [username v]\nadd [RobloxManneke] to [username v]\nadd [TheMysteriousMrD575] to [username v]\nadd [Cheese_Is_Cheesy] to [username v]\nadd [Rexylium] to [username v]\nadd [HolyDogeWorks] to [username v]\nadd [MarvelStikbot] to [username v]\nadd [KingTurboSpryzen51] to [username v]\nadd [zuko-] to [username v]\nadd [KrazyKing360] to [username v]\nadd [09ahoffmanl] to [username v]\nadd [CougarKing] to [username v]\nadd [mab3y] to [username v]\nadd [gaviel37] to [username v]\nadd [BurgerMonster12557] to [username v]\nif <[username v] contains (username)?> then\n set [skip button active/inactive v] to [Active]\nend\n\n@Level 22 - Developer Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start pressed v]\nif <(username) = [Pavan2007]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n set [level v] to [22]\n end\n else\n set [brightness v] effect to (3)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\n@Speed Power\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n if <touching (player v)?> then\n set [powerup v] to [41.5]\n forever\n hide\n end\n end\n else\n hide\n end\nend\n\nset [level v] to [11]\n\n@Jump Power\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n if <touching (player v)?> then\n set [powerup v] to [43.44]\n forever\n hide\n end\n end\n else\n hide\n end\nend\n\n
This game will no longer receive updates! It will still be kept up-to-date with fixes for bugs and glitches, but no more content updates! Thank you!\n\nPlay the sequel here:\nhttps://scratch.mit.edu/projects/477831744\n\nMy First Ever Platformer!\nDouble click flag if restarting!\n\n - Arrow Keys or WASD to move and jump!\n - Jump on them TRAMPOLINES!\n - Don't touch lava or spikes!\n - Beware of the dangers!\n - You can Wall Jump!\n\nMusic may glitch at times and not play when you start the game. To fix this, just click the mute/unmute button twice!\n\nCan you find the 3 Easter eggs? Comment Down below if you did, and if you got it right, you will get a ❤ and ⭐ for one of your projects from me!\n\nYou shall get a cookie if you ❤ and ⭐ this project! But seriously, it would mean a lot if you did!\n\n ❤ and ⭐ for Part - 2!\n\nIt would mean a lot if you followed me! You will get notified when I share the sequel to this project! (If you follow me you will get the "Skip" button in this game! Just comment below "I followed" and I will check if you are eligible to get the button! Only First 30 People!)\n\nIf this project hits 100 loves/favs I will make a Part 2. If this project hits 500 loves/faves, I will give all of you the developer button!\n\nUpdate Log:\nVersion 1.0 - Aug 24 2020: Initial Release\nVersion 1.1 - Aug 25 2020: Powerups! Speed and Jump Powerup in Level 10! Any ideas? List 'em down in the comments below!\nVersion 1.2 - Aug 27 2020: Bug Fixes! Fixed High score Time Bug. Now it actually sets it to the fastest time! Lol!\nVersion 1.3 - Sep 02 2020: Removed Cloud Variables as they were glitching out too often. Sorry!\nVersion 1.4 - Jul 06 2021: Optimisation. Lag should be reduced now! My old code didn't prevent the clones from overloading!\nVersion 1.5 - Jul 06 2021: Player Trail bug fixed! Before, the trail used to glitch out at around Level 10! Now, it works throughout the full game!\nVersion 1.6 - Oct 16 2021: Fixed Music bug. Works as intended now!\n\nNext Update (Never gonna happen lol):\n - Second Boss Fight\n - 10 New Levels\n\nFuture Updates:\n - Small features/animations (Trampoline)\n - Cool Sound Effects\n - Loading Screen?\n\nAll the above updates will come very soon after this project is released! (This was written back in the day lol. Not gonna happen)\n\nUsed my platformer engine! - https://scratch.mit.edu/projects/412909867/\n\nAlmost all art by me (please don't judge me! This is my first time even trying artwork on Scratch!)\n\nFlower art by my sister. She really wanted flowers...\n\nHonestly, I think artwork is the hardest part of any game!\n\nHuge thanks to @t9decode for the intro used. I customised it to fit me. If @t9decode does not want me to use this, please comment down below and I will remove it! Check him out anyway!\n\nHuge thanks to @cavemanster for fixing a bug in my game! Because of him, this game is still alive! \n\nHuge thanks to @TimMcCool for letting me use his love & fav detector! Check it out! - https://scratch.mit.edu/projects/368265799/\n\n\nCredits to TheFatRat, Zilence and NCS for all the music used in this project!\n\n\nMusic Used:\n1. Unity\n2. Megolovania\n3. NCS Music\n\n\n#games #all #platformer #cyber #robot #all #awesome #checkout #robotics #typewriting #cooltext #YouTube
Colorless - A Platformer -
@Stage\n\nwhen flag clicked\n\n@Blank\n\n@Player\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <(x position) = [241]> 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]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<touching (lava v)?> or <<<<<touching (danger v)?> or <touching (spining spikes v)?>> or <touching (spining spikes2 v)?>> or <touching (spining spikes3 v)?>> and <(dead?) = [0]>>> then\n Spin off screen\n end\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n set [y v v] to [18]\n end\nend\n\nwhen I start as a clone\nswitch costume to (center1 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\n change [brightness v] effect by (7.07)\nend\ndelete this clone\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen flag clicked\nshow\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\n@Ground\n\nwhen I receive [alright bros let's go v]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [alright bros let's go v]\nshow\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [alright bros let's go v]\nshow\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (6)\n change [whirl v] effect by (25)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n change [whirl v] effect by (25)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nbroadcast (alright bros let's go v)\nhide\n\nwhen flag clicked\nforever\n play sound [Music! v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\n@Spining Spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (-50) y: (-90)\nforever\n if <(Level) = [4]> then\n show\n turn left (6) degrees\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [7]> then\n show\n turn left (6) degrees\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [10]> then\n show\n turn left (15) degrees\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n show\n turn left (15) degrees\n end\n if <(Level) = [13]> then\n show\n turn left (15) degrees\n end\n if <(Level) = [13]> then\n go to x: (36) y: (-50)\n end\n if <(Level) = [14]> then\n show\n turn left (15) degrees\n end\n if <(Level) = [14]> then\n go to x: (100) y: (-50)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Spining Spikes2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (100) y: (-90)\nforever\n if <(Level) = [7]> then\n show\n turn left (6) degrees\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [10]> then\n go to x: (70) y: (0)\n show\n turn left (15) degrees\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Spining Spikes3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (-50) y: (50)\n show\n turn left (15) degrees\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n show\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\n end\n if <(Level) = [9]> then\n show\n switch costume to (costume1 v)\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nif <(Level) = [10]> then\n hide\nend\n\n@Trampoline2\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n show\n switch costume to (costume1 v)\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [11]> then\n go to [back v] layer\n show\n go to x: (50) y: (-230)\n repeat until <(Level) = [13]>\n next costume\n wait (.1) seconds\n end\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [12]> then\n go to [back v] layer\n show\n go to x: (50) y: (-230)\n repeat until <(Level) = [13]>\n next costume\n wait (.1) seconds\n end\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [14]> then\n go to [back v] layer\n show\n go to x: (-75) y: (-240)\n repeat until <(Level) = [13]>\n next costume\n wait (.1) seconds\n end\n end\nend\n\nif <(Level) = [13]> then\n hide\nend\n\n@5\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n
Colorless\n - A Platfomer -\n\n Difficulty = Medium\n \n - Intructions -\n\n- Move Buttons: Up arrow or W = Jump. Right arrow or A = Move Right. Left arrow or D = Move Left.\n\n- Avoid: All types of spikes and lava!\n\n- Trampolines are bouncy!\n\n- Press R to restart the level!\n\n- Press M to mute the music!\n\n- Press U to unmute the music!\n\n14 levels!\n\nHave Fun!
Penguin: A Platformer
@Stage\n\nwhen I receive [game over v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (2) seconds\nswitch backdrop to (backdrop3 v)\nwait (4.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nswitch backdrop to (backdrop2 v)\n\n@ground\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen backdrop switches to [backdrop3 v]\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (house v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (Hide v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [timer v]\n\nwhen backdrop switches to [backdrop2 v]\nshow variable [timer v]\n\nwhen backdrop switches to [backdrop3 v]\nhide variable [timer v]\n\nwhen backdrop switches to [backdrop2 v]\nrepeat until <(costume [number v]) = [12]>\n change [timer v] by (1)\n wait (1) seconds\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-31) y: (-24)\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [deaths v]\nhide variable [level v]\nhide\ngo to x: (-31) y: (-24)\n\nwhen backdrop switches to [backdrop2 v]\nshow variable [deaths v]\nshow variable [level v]\ngo to x: (-31) y: (-24)\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [front v] layer\nend\n\nwhen I receive [sm v]\nsay [Yay!! I got back home!!] for (2) seconds\nsay [Wait...but why does the ground feel wet?? Oh no...the ice caps are melting!!!] for (4) seconds\nbroadcast (sequel v)\n\nwhen flag clicked\nforever\n play sound [ piano music v] until done\nend\n\nwhen I receive [skip v]\nwait (0.2) seconds\nbroadcast (NEXT LEVEL v)\ngo to x: (-18) y: (-13)\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop2 v]\nset [deaths v] to [0]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> 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 [15]\n end\n change y by (1)\n if <(x position) > [400]> then\n broadcast (NEXT LEVEL v)\n start sound [Magic Spell v]\n go to x: (-18) y: (-13)\n change [level v] by (1)\n end\n if <touching color (#7bbae3)?> then\n set [y v] to [22]\n end\n if <touching (dangers v)?> then\n go to x: (-26) y: (-12)\n change [deaths v] by (1)\n end\n if <touching (sprite1 v)?> then\n set [y v] to [22]\n end\nend\n\n@Dangers\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen flag clicked\nforever\n if <[] = []> then\nend\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n broadcast (house v)\n end\nend\n\nwhen I receive [game done v]\nforever\n if <key (a v) pressed?> then\n forever\n switch costume to (costume10 v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [restart v]\nshow\nswitch costume to (costume1 v)\n\n@Directions!!\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n forever\n switch costume to (costume12 v)\n end\n end\nend\n\nwhen I receive [restart v]\nshow\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Snowflake4\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (120)\nforever\n change y by (-4)\n if <(y position) < [-120]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Snowflake2\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (160)\nforever\n change y by (-7)\n if <(y position) < [-170]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (135)\nforever\n change y by (-4)\n if <(y position) < [-140]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake5\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-50]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake6\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (180)\nforever\n change y by (-5)\n if <(y position) < [-170]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake7\n\nwhen flag clicked\ngo to (random position v)\nset y to (-146)\nforever\n change y by (-5)\n if <(y position) < [-170]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\n@Snowflake8\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (168)\nforever\n change y by (-5)\n if <(y position) < [-146]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake9\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\n@Snowflake10\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake11\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake12\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\n@Snowflake13\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake14\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake15\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake3\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [house v]\nshow\n\nsay [Yay!! I got back home!!] for (2) seconds\nsay [Wait..But the ice caps are melting...] for (2) seconds\nbroadcast (sequel v)\n\nsay [Yay!! I got back home!!] for (2) seconds\nsay [Wait..But the ice caps are melting...] for (2) seconds\nbroadcast (sequel v)\n\nsay [Yay!! I got back home!!] for (2) seconds\nsay [Wait..But the ice caps are melting...] for (2) seconds\nbroadcast (sequel v)\n\nsay [Yay!! I got back home!!] for (2) seconds\nsay [Wait..But the ice caps are melting...] for (2) seconds\nbroadcast (sequel v)\n\nsay [Yay!! I got back home!!] for (2) seconds\nsay [Wait..But the ice caps are melting...] for (2) seconds\nbroadcast (sequel v)\n\nwhen I receive [restart v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (sm v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen I receive [sequel v]\nshow\nset [username v] to (username)\nshow variable [username v]\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nhide variable [username v]\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [m888 v]\nhide\n\nwhen I receive [message1 v]\nshow\nwait (1) seconds\nbroadcast (m2 v)\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\n@Sprite5\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (m888 v)\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (2)\n switch costume to (costume2 v)\n play sound [Boing v] until done\n wait (0.5) seconds\n switch costume to (costume3 v)\n play sound [Boing v] until done\n wait (0.5) seconds\nend\nswitch costume to (costume1 v)\nbroadcast (message1 v)\nplay sound [Boing v] until done\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [m2 v]\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Snowflake16\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake17\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake18\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake19\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake20\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Snowflake21\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to (random position v)\nset y to (100)\nforever\n change y by (-5)\n if <(y position) < [-100]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@SB\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nswitch costume to (skip button v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (skip button2 v)\n else\n switch costume to (skip button v)\n end\nend\n\n@Like+Fave\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nset [ghost v] effect to (100)\nwait (pick random (11) to (16)) seconds\nforever\n if <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n stop [this script v]\n end\n show\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\n end\n wait (4) seconds\n repeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\n wait (pick random (20) to (40)) seconds\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n
*******************ʀᴇᴀᴅ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ*************************\nʙᴀᴄᴋꜱᴛᴏʀʏ:\nᴀ ᴘᴇɴɢᴜɪɴ ᴀɴᴅ ʜᴇʀ/ʜɪꜱ ꜱɪꜱᴛᴇʀꜱ ᴡᴇʀᴇ ᴘʟᴀʏɪɴɢ ʜɪᴅᴇ ᴀɴᴅ ꜱᴇᴇᴋ!! ꜱᴏᴜɴᴅꜱ ꜰᴜɴ, ʀɪɢʜᴛ? ɴᴏᴛ ᴇxᴀᴄᴛʟʏ. ᴛʜɪꜱ ᴘᴇɴɢᴜɪɴ ɢᴏᴛ ʟᴏꜱᴛ (ᴛʜᴀɴᴋꜱ ᴛᴏ ʜɪꜱ/ʜᴇʀ ɢʀᴇᴀᴛ ꜱᴇɴꜱᴇ ᴏꜰ ᴅɪʀᴇᴄᴛɪᴏɴ xᴅ) ᴀɴᴅ ʜᴀꜱ ᴛᴏ ꜰɪɴᴅ ʜᴇʀ/ʜɪꜱ ᴡᴀʏ ʜᴏᴍᴇ. ᴄᴀɴ ʏᴏᴜ ʜᴇʟᴘ ʜɪᴍ/ʜᴇʀ ɢᴇᴛ ʜᴏᴍᴇ?\n*************************************************************\nʜᴏᴘᴇ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ!! ᴀʟʟ ʟᴇᴠᴇʟꜱ ᴀʀᴇ ᴘᴏꜱꜱɪʙʟᴇ. ᴛʜᴇ ꜱᴇqᴜᴇʟ ᴛᴏ ᴛʜɪꜱ ᴘʀᴏᴊᴇᴄᴛ ɪs ʜᴇʀᴇ: https://scratch.mit.edu/projects/413551531/
Rotateº - Platformer (Mobile Friendly!) #games #art #all
@Stage\n\nwhen flag clicked\nset [❤ v] to [100]\nforever\n play sound [Soul_and_Mind 48000 loop v] until done\n set volume to (❤) %\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n show variable [❤ v]\n else\n hide variable [❤ v]\n end\nend\n\n@.\n\nwhen I receive [tick v]\ngo to (eeeeeeeeeeee v)\nset [ghost v] effect to (5)\nset [brightness v] effect to (0)\ngo to [back v] layer\nset size to ((([sin v] of ((timer) * (300)) ) * (5)) + (90)) %\n\n@Thats a beeg level\n\ndefine Position\ngo to x: ((0) - (Scroll X)) y: ((0) - (Scroll Y))\npoint in direction ((0) - (Rotation))\n\nwhen I receive [tick v]\nPosition\n\n@SpriteyMcSprite\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow list [☁️ leaderboard \(press w to hide/show\) v]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\n\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 [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [youbeatit v]\nset [eeeeeeeeeeeeeeeeeeeeeeeeeee v] to [1]\nstart sound [Win v]\nset [ghost v] effect to (30)\nshow\nrepeat (70)\n change [ghost v] effect by (1)\nend\nstop [this script v]\n\n@EEEEEEEEEEEE2\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [get direction? v] to [90]\n else\n set [get direction? v] to [-90]\n end\nelse\n set [get direction? v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [get direction? v] by (180)\n else\n if <(dx) < [0]> then\n change [get direction? v] by (-180)\n else\n set [get direction? v] to [180]\n end\n end\n end\nend\n\ndefine Move (sx) (sy)\nchange [position x v] by (sx)\nchange [position y v] by (sy)\nPosition\nif <touching color (#8eff86)?> then\n repeat (6)\n change [position x v] by ((1) * ([sin v] of ((Rotation) + (0)) ))\n change [position y v] by ((1) * ([cos v] of ((Rotation) + (0)) ))\n Position\n if <not <touching color (#8eff86)?>> then\n set [collided? v] to [1]\n set [can jump? v] to [5]\n stop [this script v]\n end\n end\n change [position x v] by (((-6) * ([sin v] of ((Rotation) + (0)) )) - (sx))\n change [position y v] by (((-6) * ([cos v] of ((Rotation) + (0)) )) - (sy))\n Position\n set [collided? v] to [2]\nelse\n set [collided? v] to [0]\nend\n\ndefine Position\nset [tx v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [ty v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\ngo to x: ((tx) - (Scroll X)) y: ((ty) - (Scroll Y))\n\ndefine Tick\nif <touching color (#ffab7e)?> then\n set [speed x v] to ((15) * ([sin v] of ((Rotation) + (0)) ))\n set [speed y v] to ((15) * ([cos v] of ((Rotation) + (0)) ))\nend\nset [new speed x v] to [0]\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n set [new speed x v] to [-5]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n set [new speed x v] to [5]\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[-50] < (mouse y)>>> then\n if <touching color (#ffab7e)?> then\n set [speed x v] to ((15) * ([sin v] of ((Rotation) + (0)) ))\n set [speed y v] to ((15) * ([cos v] of ((Rotation) + (0)) ))\n else\n set [speed x v] to ((10) * ([sin v] of ((Rotation) + (0)) ))\n set [speed y v] to ((10) * ([cos v] of ((Rotation) + (0)) ))\n end\n end\nend\nchange [speed x v] by ((1) * ([sin v] of ((Rotation) + (180)) ))\nchange [speed y v] by ((1) * ([cos v] of ((Rotation) + (180)) ))\nMove (Speed X) (Speed Y)\nif <(collided?) > [0]> then\n set [speed x v] to [0]\n set [speed y v] to [0]\nend\nif <not <(New Speed X) = [0]>> then\n set [new speed y v] to ((New Speed X) * ([cos v] of ((Rotation) + (90)) ))\n set [new speed x v] to ((New Speed X) * ([sin v] of ((Rotation) + (90)) ))\n Move (New Speed X) (New Speed Y)\nend\nGet Direction (Position X) (Position Y)\nset [rotation v] to (Get Direction?)\nset [scroll x v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [scroll y v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\nPosition\n\nwait (0.02) seconds\n\nMove ((Speed X) + (New Speed X)) ((Speed Y) + (New Speed Y))\n\nwhen flag clicked\nset [position x v] to [-200]\nset [position y v] to [350]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [rotation v] to [0]\nset [can jump? v] to [0]\nGet Direction (Position X) (Position Y)\nset [rotation v] to (Get Direction?)\nset [scroll x v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [scroll y v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\nPosition\nbroadcast (tick v) and wait\nforever\n Tick\n broadcast (tick v) and wait\n if <touching color (#e62e2e)?> then\n set [position x v] to [-200]\n set [position y v] to [350]\n end\n if <key (r v) pressed?> then\n set [position x v] to [-200]\n set [position y v] to [350]\n end\nend\n\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\n\nwhen I receive [tick v]\nif <(eeeeeeeeeeeeeeeeeeeeeeeeeee) = [0]> then\n if <touching color (#ff953d)?> then\n show variable [time!!! v]\n set [time!!! v] to (timer)\n broadcast (youbeatit v)\n stop [this script v]\n end\nend\n\nforever\n\nwhen flag clicked\nset [eeeeeeeeeeeeeeeeeeeeeeeeeee v] to [0]\nhide variable [time!!! v]\n\nchange [☁ leaderboard_1 v] by (1)\n\nset [☁ leaderboard_1 v] to [0]\n\n
Rainbow Ninja (Scrolling platformer)
@Stage\n\nwhen flag clicked\nbroadcast (Menu v)\nforever\n change [_sine v] by (1)\n if <(_SINE) > [179]> then\n set [_sine v] to [0]\n end\n broadcast (Pre-Tick v)\n broadcast (Tick v)\n broadcast (Post-Tick v)\n broadcast (Position v)\nend\n\nwhen I receive [post-tick v]\nif <(_LEVEL) = [X]> then\n if <<([p_myx v] of [player v]) < [400]> and <<([p_myy v] of [player v]) > [550]> and <([p_myy v] of [player v]) < [1000]>>> then\n Elastic Camera [200] [750] [2] [2]\n else\n Neutral Camera\n end\n X Limits [30] [850]\n Y Limits [50] [4000]\nelse\n if <(_LEVEL) = [Z]> then\n Neutral Camera\n X Limits [50] [50]\n Y Limits [50] [2000]\n else\n if <(_LEVEL) = [1]> then\n Level 1 Cameras\n else\n if <(_LEVEL) = [2]> then\n Neutral Camera\n end\n end\n end\nend\n\ndefine Smooth Camera (x) (y) (speed)\nset [_camera x v] to (round ((_CAMERA X) - (((_CAMERA X) - (x)) / (speed))))\nset [_camera y v] to (round ((_CAMERA Y) - (((_CAMERA Y) - (y)) / (speed))))\n\ndefine X Limits (min) (max)\nif <(_CAMERA X) < (min)> then\n set [_camera x v] to (min)\nend\nif <(_CAMERA X) > (max)> then\n set [_camera x v] to (max)\nend\n\ndefine Y Limits (min) (max)\nif <(_CAMERA Y) < (min)> then\n set [_camera y v] to (min)\nend\nif <(_CAMERA Y) > (max)> then\n set [_camera y v] to (max)\nend\n\nwhen I receive [load level v]\nset [_camera x v] to ([p_myx v] of [player v])\nset [_camera y v] to ([p_myy v] of [player v])\nswitch backdrop to (join [Level_] (_LEVEL))\n\ndefine Neutral Camera\nif <([a_direction v] of [player v]) = [90]> then\n Smooth Camera (([p_myx v] of [player v]) + (10)) ((([p_myy v] of [player v]) + (([p_yspd v] of [player v]) / (2))) + (10)) [4]\nend\nif <([a_direction v] of [player v]) = [-90]> then\n Smooth Camera (([p_myx v] of [player v]) - (10)) ((([p_myy v] of [player v]) + (([p_yspd v] of [player v]) / (2))) + (10)) [4]\nend\n\ndefine Elastic Camera (x) (y) (xelasticity) (yelasticity)\nSmooth Camera ((x) + ((([p_myx v] of [player v]) - (x)) / (xelasticity))) ((y) + ((([p_myy v] of [player v]) - (y)) / (yelasticity))) [4]\n\ndefine Level 1 Cameras\nif <([p_myx v] of [player v]) < [-1900]> then\n Elastic Camera [-2100] [-430] [2] [10]\nelse\n if <<([p_myx v] of [player v]) > [-1901]> and <([p_myx v] of [player v]) < [-1500]>> then\n Elastic Camera [-1600] [-400] [2] [4]\n else\n if <<([p_myx v] of [player v]) > [-1501]> and <([p_myx v] of [player v]) < [-1100]>> then\n Elastic Camera [-1100] [-300] [2] [2]\n else\n if <<([p_myx v] of [player v]) > [-1101]> and <([p_myx v] of [player v]) < [-700]>> then\n Elastic Camera [-800] [-200] [2] [3]\n else\n if <<([p_myx v] of [player v]) > [-701]> and <([p_myx v] of [player v]) < [-100]>> then\n Elastic Camera [-250] [-100] [2] [3]\n else\n if <<([p_myx v] of [player v]) > [-101]> and <([p_myx v] of [player v]) < [220]>> then\n Elastic Camera [100] [100] [4] [3]\n else\n if <<([p_myx v] of [player v]) > [219]> and <([p_myx v] of [player v]) < [750]>> then\n Elastic Camera [520] [310] [4] [8]\n else\n if <<([p_myx v] of [player v]) > [749]> and <([p_myx v] of [player v]) < [1400]>> then\n Elastic Camera [1100] [280] [1.5] [10]\n else\n if <<([p_myx v] of [player v]) > [1399]> and <([p_myx v] of [player v]) < [1800]>> then\n Elastic Camera [1600] [300] [3] [4]\n else\n if <([p_myx v] of [player v]) > [1799]> then\n Elastic Camera [2200] [480] [2] [4]\n else\n Neutral Camera\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nX Limits [-2300] [2200]\nY Limits [-440] [520]\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n set [_camera x v] to [-2150]\n set [_camera y v] to [-440]\nend\n\ndefine Load level 1\nset [_game state v] to [1]\nset [_cutscene v] to [1]\nset [_level v] to [1]\nset [_camera x v] to [-2150]\nset [_camera y v] to [-440]\nbroadcast (Initial Setup v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Pre-Tick v)\nbroadcast (Tick v)\nbroadcast (Post-Tick v)\nbroadcast (Position v)\nbroadcast (Cutscene v) and wait\n\ndefine Load Level X\nset [_game state v] to [0]\nset [_cutscene v] to [0]\nset [_level v] to [X]\nset [_camera x v] to [0]\nset [_camera y v] to [0]\nbroadcast (Load Level v)\n\ndefine Load Level 2\nset [_game state v] to [0]\nset [_cutscene v] to [0]\nset [_level v] to [2]\nset [_camera x v] to [0]\nset [_camera y v] to [0]\nbroadcast (Initial Setup v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Pre-Tick v)\nbroadcast (Tick v)\nbroadcast (Post-Tick v)\nbroadcast (Position v)\n\nwhen I receive [menu - level v]\nif <(_LEVEL) = [1]> then\n Load level 1\nelse\n if <(_LEVEL) = [X]> then\n Load Level X\n end\nend\n\n@Player\n\nwhen I receive [tick v]\nif <(_GAME STATE) = [0]> then\n Platforming\nend\n\ndefine Left - Right (acc) (max speed) <left> <right>\nif <<left> or <right>> then\n if <(P_Wall stick) = [0]> then\n if <right> then\n change [p_xspd v] by (acc)\n if <(P_Xspd) > (max speed)> then\n set [p_xspd v] to (max speed)\n end\n else\n change [p_xspd v] by (() - (acc))\n if <(P_Xspd) < ((0) - (max speed))> then\n set [p_xspd v] to ((0) - (max speed))\n end\n end\n else\n if <<left> and <(P_Wall) = [-1]>> then\n change [p_wall stick v] by (-1)\n end\n if <<right> and <(P_Wall) = [1]>> then\n change [p_wall stick v] by (-1)\n end\n if <(P_Wall stick) = [0]> then\n set [p_wall v] to [0]\n end\n end\nelse\n if <(P_Ground) = [1]> then\n if <not <(P_Xspd) = [0]>> then\n if <(P_Xspd) > [0]> then\n change [p_xspd v] by (() - (acc))\n if <(P_Xspd) < [0]> then\n set [p_xspd v] to [0]\n end\n else\n change [p_xspd v] by (acc)\n if <(P_Xspd) > [0]> then\n set [p_xspd v] to [0]\n end\n end\n end\n else\n if <not <(P_Xspd) = [0]>> then\n if <(P_Xspd) > [0]> then\n change [p_xspd v] by (() - ((acc) / (4)))\n if <(P_Xspd) < [0]> then\n set [p_xspd v] to [0]\n end\n else\n change [p_xspd v] by ((acc) / (4))\n if <(P_Xspd) > [0]> then\n set [p_xspd v] to [0]\n end\n end\n end\n end\nend\n\ndefine Change X (xdif) (C)\nset [p_wall v] to [0]\nif <(xdif) > [0]> then\n repeat ([abs v] of (xdif) )\n change x by (1)\n change [p_myx v] by (1)\n if <touching (collision v)?> then\n change x by (-1)\n if <not <touching (non- wall v)?>> then\n if <(P_Ground) = [0]> then\n set [p_wall v] to [-1]\n set [p_wall jump v] to [0]\n if <(AP_Prev Wall) = [0]> then\n set [p_wall stick v] to [8]\n end\n end\n end\n change [p_myx v] by (-1)\n set [p_xspd v] to [0]\n end\n end\nelse\n repeat ([abs v] of (xdif) )\n change x by (-1)\n change [p_myx v] by (-1)\n if <touching (collision v)?> then\n change x by (1)\n if <not <touching (non- wall v)?>> then\n if <(P_Ground) = [0]> then\n set [p_wall v] to [1]\n set [p_wall jump v] to [0]\n if <(AP_Prev Wall) = [0]> then\n set [p_wall stick v] to [8]\n end\n end\n end\n change [p_myx v] by (1)\n set [p_xspd v] to [0]\n end\n end\nend\n\ndefine Jump (strength) (jumps) <up> (wall jump ticks)\nif <up> then\n if <(P_Up Pressed?) = [0]> then\n set [p_up pressed? v] to [1]\n if <(A_Crouching) = [0]> then\n if <<not <(P_Wall) = [0]>> or <<(P_Jumps) < (jumps)> and <(P_Ticks) > (ticks req)>>> then\n set [p_ticks v] to [0]\n if <(P_Wall) = [0]> then\n change [p_jumps v] by (1)\n if <(P_Ground) = [1]> then\n Effect [1]\n else\n Effect [3]\n end\n else\n set [p_wall stick v] to [0]\n set [p_jumps v] to [0]\n set [p_wall jump v] to (wall jump ticks)\n set [p_xspd v] to ((P_Wall) * (C_Max Speed))\n Effect [2]\n set [p_wall v] to [0]\n end\n if <<(P_Jumps) = [1]> or <not <(P_Wall Jump) = [0]>>> then\n start sound [Jump2 v]\n else\n start sound [Flip v]\n end\n set [p_yspd v] to (strength)\n end\n end\n end\nelse\n set [p_up pressed? v] to [0]\nend\n\ndefine Touching ground? <up?> <down>\nset [p_failsafe v] to [0]\nset [p_ground v] to [0]\nif <not <(P_Coyote timing) = [0]>> then\n change [p_coyote timing v] by (-1)\nend\nrepeat until <<not <touching (collision v)?>> or <(P_Failsafe) > [1000]>>\n if <up?> then\n Change Y (-1)\n else\n Change Y (1)\n set [p_jumps v] to [0]\n set [p_ground v] to [1]\n end\n set [p_coyote timing v] to [3]\n set [p_yspd v] to [0]\n change [p_failsafe v] by (1)\n set [p_wall jump v] to [0]\nend\nif <<(P_Platform ticks) = [0]> and <(P_Yspd) < [0]>> then\n repeat until <<not <touching (platforms v)?>> or <(P_Failsafe) > [1000]>>\n Change Y (1)\n set [p_jumps v] to [0]\n set [p_yspd v] to [0]\n if <down> then\n set [p_platform ticks v] to [10]\n end\n set [p_coyote timing v] to [3]\n set [p_ground v] to [1]\n change [p_failsafe v] by (1)\n end\nelse\n if <(P_Platform ticks) > [0]> then\n change [p_platform ticks v] by (-1)\n end\nend\nif <(P_Failsafe) > [1000]> then\n stop [all v]\nend\n\ndefine Direction (direction)\nif <not <(direction) = (direction)>> then\n point in direction (direction)\nend\n\ndefine Update (gravity) (terminal velocity) (tv 2)\nDirection (90)\nif <(A_Crouching) = [0]> then\n switch costume to (hitbox v)\nelse\n switch costume to (crouch hitbox v)\nend\nchange [p_yspd v] by (() - (gravity))\nif <(P_Wall Jump) > [0]> then\n change [p_wall jump v] by (-1)\nend\nif <(P_Yspd) < ((0) - (terminal velocity))> then\n set [p_yspd v] to ((0) - (terminal velocity))\nend\nif <not <(P_Wall) = [0]>> then\n if <(P_Yspd) < ((0) - (tv 2))> then\n set [p_yspd v] to ((0) - (tv 2))\n end\nend\n\ndefine Set coustume\nswitch costume to (A_Costume#)\nFace Direction\nif <not <(P_Hit ticks) = [0]>> then\n switch costume to (join [N_Hit] ((5) - ((P_Hit ticks) / (2))))\nelse\n if <not <(P_Wall) = [0]>> then\n Wall Animations\n else\n if <(P_Ground) = [1]> then\n Ground Animations\n else\n Air Animations\n end\n end\nend\nchange [p_ticks v] by (0.1)\nchange [a_ticks v] by (0.1)\nset [a_costume# v] to (costume [number v])\n\ndefine Change Y (ydif)\nchange y by (ydif)\nchange [p_myy v] by (ydif)\n\nwhen I receive [position v]\nif <(_GAME STATE) = [0]> then\n switch costume to (move v)\n go to x: ((P_MyX) - (_CAMERA X)) y: ((P_MyY) - (_CAMERA Y))\n switch costume to (A_Costume#)\nelse\n go to x: ((P_MyX) - (_CAMERA X)) y: ((P_MyY) - (_CAMERA Y))\nend\n\ndefine A_Loop (first) (last) (ticks)\nif <<(costume [number v]) < (first)> or <(costume [number v]) > (last)>> then\n switch costume to (first)\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(costume [number v]) = (last)> then\n switch costume to (first)\n else\n next costume\n end\n end\nend\n\ndefine A_Animate (first) (last) (ticks)\nif <<(costume [number v]) < (first)> or <(costume [number v]) > (last)>> then\n switch costume to (first)\n set [a_animation switch v] to [1]\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(A_Animation Switch) = [1]> then\n next costume\n if <(costume [number v]) = (last)> then\n set [a_animation switch v] to [0]\n end\n else\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) = (first)> then\n set [a_animation switch v] to [1]\n end\n end\n end\nend\n\ndefine Face Direction\nif <(P_Hit ticks) = [0]> then\n if <not <<(P_Jumps) = [2]> and <(P_Yspd) > [4]>>> then\n if <(P_Attack Ticks) = [0]> then\n if <(P_Xspd) = [0]> then\n if <(C_Pr_Right) = [1]> then\n set [a_direction v] to [90]\n end\n if <(C_Pr_Left) = [1]> then\n set [a_direction v] to [-90]\n end\n else\n set rotation style [left-right v]\n if <(P_Xspd) > [0]> then\n set [a_direction v] to [90]\n else\n set [a_direction v] to [-90]\n end\n end\n end\n end\n if <not <(P_Wall) = [0]>> then\n if <(P_Wall) = [1]> then\n set [a_direction v] to [-90]\n else\n set [a_direction v] to [90]\n end\n end\nend\n\ndefine Attack <sword> <star> (a_length) <up>\nif <(P_Attack Ticks) = [0]> then\n set [p_attack direction v] to [0]\nelse\n change [p_attack ticks v] by (-1)\n if <(P_Attack Ticks) = [0]> then\n set [p_attack direction v] to [0]\n end\nend\nif <<sword> or <<star> and <(P_Ninja Stars) > [0]>>> then\n if <(P_Attack Pressed?) = [0]> then\n if <(P_Attack Ticks) = [0]> then\n set [p_attack pressed? v] to [1]\n set [p_attack ticks v] to (a_length)\n if <<(C_Pr_Down) = [1]> and <(A_Crouching) = [0]>> then\n set [p_attack direction v] to [2]\n else\n if <(C_Pr_Up) = [1]> then\n set [p_attack direction v] to [3]\n else\n set [p_attack direction v] to [1]\n if <(C_Pr_Left) = [1]> then\n set [a_direction v] to [-90]\n end\n if <(C_Pr_Right) = [1]> then\n set [a_direction v] to [90]\n end\n end\n end\n if <sword> then\n set [e_attack type v] to [1]\n start sound [Swoosh v]\n else\n change [p_ninja stars v] by (-1)\n set [e_attack type v] to [2]\n set [_hud_star animation v] to [0]\n start sound [Swoosh v]\n end\n broadcast (Attack v)\n end\n end\nelse\n set [p_attack pressed? v] to [0]\nend\n\ndefine Effect (effect #)\nset [e_effect type v] to (effect #)\nbroadcast (Effect v)\n\nwhen I receive [monster hit v]\nif <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [2]> then\n if <(P_Yspd) > [10]> then\n change [p_yspd v] by (10)\n else\n set [p_yspd v] to [20]\n end\n set [p_jumps v] to [1]\n else\n if <(P_Attack Direction) = [1]> then\n if <(A_Direction) = [90]> then\n set [p_xspd v] to [-12]\n else\n set [p_xspd v] to [12]\n end\n end\n end\nend\n\ndefine Hit (length)\nif <(P_Invincibility) = [0]> then\n set [p_hit ticks v] to [10]\n set [p_yspd v] to [20]\n set [p_invincibility v] to (length)\n if <(A_Direction) = [-90]> then\n set [p_xspd v] to [8]\n else\n set [p_xspd v] to [-8]\n end\n change [p_health v] by (-1)\n if <(P_Health) = [0]> then\n set [_transition type v] to [5]\n broadcast (Transition v)\n set [p_health v] to [5]\n set [p_ninja stars v] to [5]\n end\nend\n\ndefine Ground Animations\nif <(A_Crouching) = [1]> then\n if <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NCU_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NCR_Attack] ((8) - (P_Attack Ticks)))\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NCU_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NCR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <(A_Crouch Position) = [4]> then\n if <(P_Xspd) = [0]> then\n A_Animate [30] [33] [0.2]\n else\n A_Loop [34] [42] [0.2]\n end\n if <<(costume [number v]) = [34]> or <(costume [number v]) = [38]>> then\n if <(Sound_Step) = [0]> then\n set [sound_step v] to [1]\n start sound [Step v]\n end\n else\n set [sound_step v] to [0]\n end\n else\n switch costume to (join [N_Crouching] (A_Crouch Position))\n end\n end\nelse\n if <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NGU_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NGR_Attack] ((8) - (P_Attack Ticks)))\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NGU_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NGR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <not <(A_Land) = [0]>> then\n switch costume to (join [N_Land] ((6) - (A_Land)))\n else\n if <(A_Crouch Position) = [0]> then\n if <(P_Xspd) = [0]> then\n A_Animate [3] [5] [0.2]\n else\n if <([abs v] of (P_Xspd) ) = [16]> then\n A_Loop [12] [16] [0]\n if <(costume [number v]) = [15]> then\n if <(Sound_Step) = [0]> then\n set [sound_step v] to [1]\n start sound [Step v]\n end\n else\n set [sound_step v] to [0]\n end\n else\n if <<<(C_Pr_Right) = [1]> and <(P_Xspd) < [0]>> or <<(C_Pr_Left) = [1]> and <(P_Xspd) > [0]>>> then\n switch costume to (join [N_Turn] (([abs v] of (P_Xspd) ) / (4)))\n if <(Sound_Slide) = [0]> then\n set [sound_slide v] to [1]\n start sound [Turn v]\n end\n Effect [9]\n else\n set [sound_slide v] to [0]\n switch costume to (join [NS_Run] (([abs v] of (P_Xspd) ) / (4)))\n if <(costume [name v]) = [NS_Run1]> then\n start sound [Step v]\n end\n end\n end\n end\n else\n switch costume to (join [N_UnCrouching] (A_Crouch Position))\n end\n end\n end\nend\n\ndefine Air Animations\nif <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NAU_Attack] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NAD_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NAR_Attack] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NAU_Throw] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NAD_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NAR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n end\nelse\n if <not <(P_Xspd) = [0]>> then\n if <(P_Yspd) < [-28]> then\n A_Loop [55] [56] [0.2]\n else\n if <(P_Jumps) = [2]> then\n switch costume to (join [ND_Air] ((10) - (([ceiling v] of (P_Yspd) ) / (2))))\n else\n switch costume to (join [NM_Air] ((6) - (([ceiling v] of (P_Yspd) ) / (4))))\n end\n end\n else\n if <(P_Yspd) < [-28]> then\n A_Loop [69] [70] [0.2]\n else\n switch costume to (join [NS_Air] ((6) - (([ceiling v] of (P_Yspd) ) / (4))))\n end\n end\nend\n\nwhen I receive [load level v]\nhide\ngo to x: (0) y: (0)\nSpawn\nset [p_xspd v] to [0]\nset [p_yspd v] to [0]\nset [p_ticks v] to [0]\nset [p_jumps v] to [0]\ngo to x: ((P_MyX) - (_CAMERA X)) y: ((P_MyY) - (_CAMERA Y))\nshow\n\ndefine Level Transition\nif <([transition ticks v] of [overlay v]) = [0]> then\n if <(_LEVEL) = [X]> then\n if <(P_MyX) > [1100]> then\n if <(P_MyY) > [1600]> then\n Transition [1] [Z] [2]\n else\n Transition [1] [Z] [1]\n end\n end\n end\n if <(_LEVEL) = [Z]> then\n if <(P_MyX) < [-200]> then\n if <(P_MyY) > [1800]> then\n Transition [2] [X] [2]\n else\n Transition [2] [X] [1]\n end\n end\n end\n if <(_LEVEL) = [1]> then\n if <(P_MyX) > [2450]> then\n broadcast (Menu v)\n end\n end\nend\n\ndefine Transition (transition) (level) (area)\nset [_transition type v] to (transition)\nset [_transitioning level v] to (level)\nset [p_spawn area v] to (area)\nbroadcast (Transition v)\n\ndefine Spawn\nif <(_LEVEL) = [X]> then\n if <(P_Spawn Area) = [0]> then\n set [p_myx v] to [0]\n set [p_myy v] to [0]\n end\n if <(P_Spawn Area) = [1]> then\n set [p_myx v] to [1000]\n set [p_myy v] to [920]\n end\n if <(P_Spawn Area) = [2]> then\n set [p_myx v] to [1050]\n set [p_myy v] to [1600]\n end\nend\nif <(_LEVEL) = [Z]> then\n if <(P_Spawn Area) = [1]> then\n set [p_myx v] to [-100]\n set [p_myy v] to [-50]\n end\n if <(P_Spawn Area) = [2]> then\n set [p_myx v] to [-100]\n set [p_myy v] to [1980]\n end\nend\nif <(_LEVEL) = [1]> then\n if <(P_Spawn Area) = [0]> then\n set [p_myx v] to [-2150]\n set [p_myy v] to [-538]\n end\n if <(P_Spawn Area) = [2]> then\n set [p_myx v] to [-100]\n set [p_myy v] to [1980]\n end\nend\nif <(_LEVEL) = [2]> then\n if <(P_Spawn Area) = [0]> then\n set [p_myx v] to [0]\n set [p_myy v] to [0]\n end\n if <(P_Spawn Area) = [1]> then\n set [p_myx v] to [0]\n set [p_myy v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nset [c_max speed v] to [16]\nset [p_ninja stars v] to [5]\nset [p_health v] to [5]\nset [p_spawn area v] to [0]\nhide\n\ndefine Controls\nset [c_pr_up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [c_pr_down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [c_pr_left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [c_pr_right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [c_pr_jump v] to <<key (space v) pressed?> or <<key (z v) pressed?> or <key (l v) pressed?>>>\nset [c_pr_attack v] to <<key (x v) pressed?> or <key (k v) pressed?>>\nset [c_pr_star v] to <<key (c v) pressed?> or <key (j v) pressed?>>\n\ndefine Wall Animations\nif <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NWU_Attack] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NWD_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NWR_Attack] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NWU_Throw] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NWD_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NWR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n end\nelse\n switch costume to (join [NW_Land] ((5) - (A_Wall land)))\n if <(Sound_Wall Slide) = [0]> then\n set [sound_wall slide v] to [3]\n start sound [Wall Slide v]\n else\n change [sound_wall slide v] by (-1)\n end\nend\n\nwhen I receive [player hit v]\nHit [46]\n\ndefine Hit Recovery (ghost loop)\nif <not <(P_Invincibility) = [0]>> then\n change [p_invincibility v] by (-1)\n change [p_hit ticks v] by (-1)\n if <(P_Hit ticks) < [0]> then\n set [p_hit ticks v] to [0]\n end\nend\nif <not <(P_Invincibility) = [0]>> then\n change [a_invincibility ticks v] by (1)\n if <(A_Invincibility Ticks) > ((ghost loop) / (2))> then\n set [ghost v] effect to (75)\n if <(A_Invincibility Ticks) > (ghost loop)> then\n set [a_invincibility ticks v] to [0]\n end\n else\n set [ghost v] effect to (0)\n end\nelse\n set [ghost v] effect to (0)\nend\n\ndefine Touching Wall\nif <<(P_Xspd) = [0]> and <(P_Ground) = [0]>> then\n change x by (-1)\n if <touching (collision v)?> then\n if <not <touching (non- wall v)?>> then\n set [p_wall v] to [1]\n set [p_wall jump v] to [0]\n end\n end\n change x by (2)\n if <touching (collision v)?> then\n if <not <touching (non- wall v)?>> then\n set [p_wall v] to [-1]\n set [p_wall jump v] to [0]\n end\n end\n change x by (-1)\nend\nif <not <(A_Wall land) = [0]>> then\n change [a_wall land v] by (-1)\nend\nif <<not <(P_Wall) = [0]>> and <(AP_Prev Wall) = [0]>> then\n set [a_wall land v] to [5]\n start sound [Land v]\nend\nset [ap_prev wall v] to (P_Wall)\nif <(P_Wall) = [0]> then\n set [p_wall stick v] to [0]\nend\n\ndefine A_Collision / Crouch\nif <(P_Ground) = [1]> then\n set [p_wall v] to [0]\nelse\n if <<(P_Jumps) = [0]> and <(P_Coyote timing) = [0]>> then\n set [p_jumps v] to [1]\n end\nend\nif <not <(A_Land) = [0]>> then\n change [a_land v] by (-1)\nend\nif <<(E_Prev Ground?) = [0]> and <(P_Ground) = [1]>> then\n Effect [4]\n start sound [Land v]\n set [a_land v] to [5]\nend\nset [e_prev ground? v] to (P_Ground)\nif <<(E_Prev wall?) = [0]> and <not <(P_Wall) = [0]>>> then\n Effect [5]\nend\nset [e_prev wall? v] to (P_Wall)\nif <<not <(P_Wall) = [0]>> and <(P_Yspd) < [0]>> then\n change [a_wall effect ticks v] by (1)\n if <(A_Wall Effect ticks) > [2]> then\n set [a_wall effect ticks v] to [0]\n Effect [6]\n end\nend\nif <(P_Ground) = [1]> then\n if <(C_Pr_Down) = [1]> then\n set [a_crouching v] to [1]\n else\n switch costume to (hitbox v)\n if <touching (collision v)?> then\n switch costume to (crouch hitbox v)\n else\n set [a_crouching v] to [0]\n end\n end\nelse\n set [a_crouch position v] to [0]\nend\nif <(A_Crouching) = [1]> then\n change [a_crouch position v] by (1)\n if <(A_Crouch Position) > [4]> then\n set [a_crouch position v] to [4]\n end\nelse\n change [a_crouch position v] by (-1)\n if <(A_Crouch Position) < [0]> then\n set [a_crouch position v] to [0]\n end\nend\n\nforever\n go to x: (0) y: (0)\n show\n switch costume to (n_stance1 v)\n repeat (16)\n wait (0) seconds\n next costume\n end\nend\n\ndefine Platforming\nControls\nif <<not <(P_Wall) = [0]>> and <(P_Yspd) < [0]>> then\n Update [0.5] [60] [8]\nelse\n Update [2] [60] [8]\n set [p_yspd v] to ((round ((P_Yspd) / (2))) * (2))\nend\nif <(P_Wall Jump) = [0]> then\n if <(P_Hit ticks) = [0]> then\n if <(P_Ground) = [1]> then\n if <(A_Crouching) = [1]> then\n Left - Right (4) ((C_Max Speed) / (3)) <(C_Pr_Left) = [1]> <(C_Pr_Right) = [1]>\n else\n Left - Right (4) (C_Max Speed) <(C_Pr_Left) = [1]> <(C_Pr_Right) = [1]>\n end\n else\n Left - Right (2) (C_Max Speed) <(C_Pr_Left) = [1]> <(C_Pr_Right) = [1]>\n end\n end\nend\nChange X (P_Xspd) (C)\nTouching Wall\nJump (20) (2) <(C_Pr_Jump) = [1]> [4]\nChange Y (P_Yspd)\nTouching ground? <(P_Yspd) > [0]> <(C_Pr_Down) = [1]>\nA_Collision / Crouch\nAttack <(C_Pr_Attack) = [1]> <(C_Pr_Star) = [1]> [7] <(C_Pr_Up) = [1]>\nHit Recovery [8]\nSet coustume\nDirection (A_Direction)\nLevel Transition\n\ndefine Scene 1\npoint in direction (90)\nshow\nswitch costume to (n_intro1 v)\nwait (1) seconds\nrepeat (6)\n wait (0) seconds\n next costume\nend\nwait (0.5) seconds\nrepeat (4)\n wait (0) seconds\n next costume\nend\nwait (1) seconds\nrepeat (24)\n wait (0) seconds\n next costume\nend\nset [_game state v] to [0]\nset [a_direction v] to [90]\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n Scene 1\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (2)\nend\n\n@Monsters\n\ndefine Clone (clones)\nset [m_clone id v] to [0]\nrepeat (clones)\n change [m_clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [m_clone id v] to [0]\n\nwhen I receive [position v]\nif <not <(M_Clone ID) = [0]>> then\n set [a_costume # v] to (costume [number v])\n switch costume to (move v)\n go to x: ((M_MyX) - (_CAMERA X)) y: ((M_MyY) - (_CAMERA Y))\n if <<(x position) = ((M_MyX) - (_CAMERA X))> and <(y position) = ((M_MyY) - (_CAMERA Y))>> then\n set [_hud_show v] to [1]\n end\n switch costume to (A_Costume #)\nend\n\nwhen I receive [post-tick v]\nif <not <(M_Clone ID) = [0]>> then\n if <(M_Respawn Ticks) = [0]> then\n if <(M_Death) = [0]> then\n hide\n set [m_respawn ticks v] to [120]\n set [e_monster x v] to (M_MyX)\n set [e_monster y v] to (M_MyY)\n else\n if <(M_Monster ID) = [1]> then\n B_Blitzer action [-130] [470]\n end\n if <(M_Monster ID) = [2]> then\n G_Ghost action\n end\n end\n if <(M_Health) = [0]> then\n replace item (((M_Clone ID) * (2)) - (1)) of [monster positions v] with [N/A]\n replace item ((M_Clone ID) * (2)) of [monster positions v] with [N/A]\n else\n replace item (((M_Clone ID) * (2)) - (1)) of [monster positions v] with (M_MyX)\n replace item ((M_Clone ID) * (2)) of [monster positions v] with (M_MyY)\n end\n else\n change [m_respawn ticks v] by (-1)\n if <(M_Respawn Ticks) = [0]> then\n Spawn\n end\n end\nend\n\nwhen I start as a clone\nadd [0] to [monster positions v]\nadd [0] to [monster positions v]\nSpawn\n\ndefine M_Detect hit\nif <<touching (attacks v)?> and <(M_Hit) = [0]>> then\n change [m_health v] by (-1)\n set [m_hit v] to [8]\n set [a_brightness v] to [10]\n set [m_roar v] to [0]\n set [m_attacking v] to [1]\n broadcast (Monster Hit v)\n set [e_monster x v] to (M_MyX)\n set [e_monster y v] to (M_MyY)\n set [m_xspd v] to (round ((0) - ((M_Xspd) / (2))))\n Effect [7]\n start sound [Hit v]\nend\nchange [m_hit v] by (-1)\nif <(M_Hit) < [0]> then\n set [m_hit v] to [0]\nend\n\ndefine G_Float (x) (y)\nset [m_myx v] to ((([sin v] of ((_SINE) * (2)) ) * (6)) + (x))\nset [m_myy v] to ((([sin v] of ((_SINE) * (12)) ) * (8)) + (y))\n\ndefine B_Patrol (x) (dis) (speed)\nset rotation style [left-right v]\nif <(A_Patrol Turn) = [0]> then\n A_Loop [B_Walk] [6] [2]\n if <(M_Direction) = [1]> then\n change [m_myx v] by (speed)\n if <(M_MyX) > ((x) + (dis))> then\n set [a_patrol turn v] to [38]\n end\n else\n change [m_myx v] by ((0) - (speed))\n if <(M_MyX) < ((x) - (dis))> then\n set [a_patrol turn v] to [38]\n end\n end\nelse\n if <(A_Patrol Turn) > [14]> then\n switch costume to (join [B_Look] ((19) - ((A_Patrol Turn) / (2))))\n else\n switch costume to (join [B_Turn] ((7) - ((A_Patrol Turn) / (2))))\n end\n change [a_patrol turn v] by (-1)\n if <(A_Patrol Turn) = [0]> then\n switch costume to (b_walk1 v)\n if <(M_Direction) = [0]> then\n point in direction (90)\n set [m_direction v] to [1]\n else\n point in direction (-90)\n set [m_direction v] to [0]\n end\n end\nend\n\ndefine A_Loop (name) (last) (ticks)\nset [a_costume name number v] to (letter ((length of (name)) + (1)) of (costume [name v]))\nif <not <(costume [name v]) = (join (name) (A_Costume Name Number))>> then\n switch costume to (join (name) [1])\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(costume [name v]) = (join (name) (last))> then\n switch costume to (join (name) [1])\n else\n next costume\n end\n end\nend\n\ndefine A_Animate (name) (last) (ticks)\nset [a_costume name number v] to (letter ((length of (name)) + (1)) of (costume [name v]))\nif <not <(costume [name v]) = (join (name) (A_Costume Name Number))>> then\n switch costume to (join (name) [1])\n set [a_animation switch v] to [1]\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(A_Animation Switch) = [1]> then\n next costume\n if <(costume [name v]) = (join (name) (last))> then\n set [a_animation switch v] to [0]\n end\n else\n switch costume to ((costume [number v]) - (1))\n if <(costume [name v]) = (join (name) [1])> then\n set [a_animation switch v] to [1]\n end\n end\n end\nend\n\ndefine Spawn\nshow\nclear graphic effects\nset size to (100) %\nset [m_hit v] to [8]\nset [m_death v] to [34]\nset [m_roar v] to [0]\nset [m_attacking v] to [0]\nset [a_speed v] to [10]\nset [m_health v] to [3]\nset [m_attack v] to [0]\nif <(_LEVEL) = [X]> then\n Level X Spawn Clones\nend\n\ndefine Effect (effect #)\nset [e_effect type v] to (effect #)\nbroadcast (Effect v)\n\nwhen I receive [load level v]\nif <not <(M_Clone ID) = [0]>> then\n delete this clone\nend\nif <(M_Clone ID) = [0]> then\n delete all of [monster positions v]\n if <(_LEVEL) = [X]> then\n Clone (4)\n else\n if <(_LEVEL) = [Z]> then\n No Monsters\n else\n if <(_LEVEL) = [1]> then\n No Monsters\n end\n end\n end\nend\n\ndefine B_Blitzer action (minx) (maxx)\nM_Brightness\nif <(M_Health) = [0]> then\n if <(M_Death) = [34]> then\n Effect [8]\n end\n switch costume to (join [B_Death] ((17) - ((M_Death) / (2))))\n change [m_death v] by (-1)\nelse\n M_Detect hit\n B_Roar [200] [50] (minx) (maxx)\n if <(M_Roar) = [0]> then\n if <(M_Attacking) = [0]> then\n set [m_xspd v] to [0]\n B_Patrol [200] [100] [2]\n else\n if <(M_Attacking) > [1]> then\n if <(M_Attack) = [0]> then\n if <<([p_myx v] of [player v]) < (minx)> or <([p_myx v] of [player v]) > (maxx)>> then\n set [m_roar v] to [30]\n set [m_attacking v] to [0]\n else\n B_Chase [8] [75]\n end\n else\n B_Decelarate\n switch costume to (join [B_Attack] ((13) - ((M_Attack) / (2))))\n if <<(M_Attack) = [13]> or <(M_Attack) = [12]>> then\n if <touching (player v)?> then\n broadcast (Player Hit v)\n end\n end\n change [m_attack v] by (-1)\n end\n change [m_myx v] by (M_Xspd)\n end\n end\n else\n switch costume to (join [B_Roar] ((15) - ((M_Roar) / (2))))\n end\n change [a_ticks v] by (1)\nend\n\ndefine G_Ghost action\nM_Brightness\nM_Detect hit\nif <(M_Health) = [0]> then\n Effect [8]\n set [m_death v] to [0]\nend\nA_Animate [GH_Float] [6] [2]\nchange [a_ticks v] by (1)\nG_Float (M_Initial X) (M_Inital Y)\n\ndefine B_Roar (xdis) (ydis) (minx) (maxx)\nset [m_player seen v] to [0]\nif <<([p_myx v] of [player v]) > (minx)> and <([p_myx v] of [player v]) < (maxx)>> then\n if <(M_Direction) = [1]> then\n if <([p_myx v] of [player v]) > (M_MyX)> then\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (xdis)> then\n if <([abs v] of ((M_MyY) - ([p_myy v] of [player v])) ) < (ydis)> then\n set [m_player seen v] to [1]\n end\n end\n end\n end\n if <(M_Direction) = [0]> then\n if <([p_myx v] of [player v]) < (M_MyX)> then\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (xdis)> then\n if <([abs v] of ((M_MyY) - ([p_myy v] of [player v])) ) < (ydis)> then\n set [m_player seen v] to [1]\n end\n end\n end\n end\nend\nif <(M_Roar) = [0]> then\n if <<(M_Player Seen) = [1]> and <(M_Attacking) = [0]>> then\n set [m_roar v] to [30]\n set [m_attacking v] to [1]\n end\n if <(M_Attacking) = [1]> then\n set [m_attacking v] to [2]\n end\nelse\n change [m_roar v] by (-1)\nend\n\ndefine B_Chase (max speed) (min distance)\nif <(A_Turn) = [0]> then\n if <([abs v] of (M_Xspd) ) = [8]> then\n A_Loop [B_Sprint] [6] [1]\n else\n switch costume to (join [B_Run] ([ceiling v] of (([abs v] of (M_Xspd) ) / (2)) ))\n end\n if <([p_myx v] of [player v]) > (M_MyX)> then\n if <(M_Direction) = [0]> then\n set [a_turn v] to [7]\n switch costume to (b_turn1 v)\n else\n change [m_xspd v] by (1)\n if <(M_Xspd) > (max speed)> then\n set [m_xspd v] to (max speed)\n end\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (min distance)> then\n set [m_attacking v] to [3]\n set [m_attack v] to [26]\n end\n end\n end\n if <([p_myx v] of [player v]) < (M_MyX)> then\n if <(M_Direction) = [1]> then\n set [a_turn v] to [7]\n switch costume to (b_turn1 v)\n else\n change [m_xspd v] by (-1)\n if <(M_Xspd) < ((0) - (max speed))> then\n set [m_xspd v] to ((0) - (max speed))\n end\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (min distance)> then\n set [m_attacking v] to [3]\n set [m_attack v] to [26]\n end\n end\n end\nelse\n switch costume to (join [B_Turn] ((7) - (A_Turn)))\n change [a_turn v] by (-1)\n if <(A_Turn) = [0]> then\n switch costume to (b_run1 v)\n if <(M_Direction) = [1]> then\n point in direction (-90)\n set [m_direction v] to [0]\n else\n point in direction (90)\n set [m_direction v] to [1]\n end\n end\nend\n\nforever\n go to x: (0) y: (0)\n show\n switch costume to (b_death1 v)\n repeat (16)\n wait (0) seconds\n next costume\n end\nend\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nhide\n\ndefine B_Decelarate\nif <not <(M_Xspd) = [0]>> then\n if <(M_Xspd) < [0]> then\n change [m_xspd v] by (1)\n else\n change [m_xspd v] by (-1)\n end\nend\n\ndefine M_Brightness\nif <not <(A_Brightness) = [0]>> then\n change [a_brightness v] by (-1)\n set [brightness v] effect to ((A_Brightness) * (10))\nend\n\ndefine Level X Spawn Clones\nif <(M_Clone ID) = [1]> then\n B_Spawn Blitzer [150] [582]\nelse\n if <(M_Clone ID) = [2]> then\n B_Spawn Blitzer [250] [582]\n else\n if <(M_Clone ID) = [3]> then\n G_Spawn ghost [0] [700]\n else\n if <(M_Clone ID) = [4]> then\n G_Spawn ghost [800] [800]\n end\n end\n end\nend\n\ndefine B_Spawn Blitzer (initial x) (y)\nset [m_monster id v] to [1]\nset [m_direction v] to (pick random (0) to (1))\nif <(M_Direction) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nset [m_initial x v] to (initial x)\nset [m_myy v] to (y)\nswitch costume to (b_stance v)\n\ndefine G_Spawn ghost (x) (y)\nset [m_monster id v] to [2]\nset [m_initial x v] to (x)\nset [m_inital y v] to (y)\nswitch costume to (gh_float2 v)\n\ndefine No Monsters\nrepeat (8)\n add [N/A] to [monster positions v]\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@Looks\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\nswitch costume to (join [Level_] (join (_LEVEL) (join [_] (Clone ID))))\n\nif <not <(Clone ID) = [0]>> then\n switch costume to (move v)\n go to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\n switch costume to (join [Level_] (join (_LEVEL) (join [_] (Clone ID))))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sizer v)\nset size to (2000) %\nhide\nset [clone id v] to [0]\n\nwhen I receive [load level v]\nif <(Clone ID) = [0]> then\n if <(_LEVEL) = [X]> then\n Clone [1]\n else\n if <(_LEVEL) = [Z]> then\n Clone [1]\n else\n if <(_LEVEL) = [1]> then\n Clone [3]\n else\n if <(_LEVEL) = [2]> then\n end\n end\n end\nelse\n delete this clone\nend\nswitch costume to (join [Level_] (join (_LEVEL) (join [_] (Clone ID))))\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nswitch costume to (sizer v)\nset size to (2000) %\nshow\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [menu - level v]\nhide\n\n@Parallax\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n set [costume# v] to (costume [number v])\n switch costume to (move v)\n if <(Clone ID) = [1]> then\n go to x: ((() - (_CAMERA X)) * (2)) y: ((() - (_CAMERA Y)) * (2))\n else\n if <(Clone ID) = [2]> then\n go to x: ((() - (_CAMERA X)) / (1.5)) y: ((() - (_CAMERA Y)) / (1.5))\n else\n go to x: ((() - (_CAMERA X)) / (((Clone ID) - (1)) * (2))) y: ((() - (_CAMERA Y)) / (((Clone ID) - (1)) * (2)))\n end\n end\n switch costume to (Costume#)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [_camera x v] to [0]\nClone (5)\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (sizer v)\nset size to ((2000) - ((Clone ID) * (100))) %\nSet Costume\ngo to [back v] layer\ngo [forward v] ((4) - (Clone ID)) layers\nif <(Clone ID) = [1]> then\n go to [front v] layer\n go [backward v] (15) layers\nend\n\ndefine Set Costume\nif <(Clone ID) = [1]> then\n switch costume to (join [F_Fore_] (_LEVEL))\nelse\n if <(Clone ID) = [2]> then\n switch costume to (join [B_Fore_] (_LEVEL))\n else\n if <(Clone ID) = [3]> then\n switch costume to (join [B_Front_] (_LEVEL))\n else\n if <(Clone ID) = [4]> then\n switch costume to (join [B_Mid_] (_LEVEL))\n else\n if <(Clone ID) = [5]> then\n switch costume to (join [B_Back_] (_LEVEL))\n end\n end\n end\n end\nend\n\nwhen I receive [load level v]\nSet Costume\n\nwhen I receive [menu - level v]\nshow\n\nwhen I receive [menu v]\nhide\n\n@Collision\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (sizer v)\nset size to (2000) %\nswitch costume to (join [Collision_] (_LEVEL))\n\nwhen I receive [load level v]\nswitch costume to (join [Collision_] (_LEVEL))\ngo to x: ((0) - (_CAMERA X)) y: ((0) - (_CAMERA Y))\n\nif <(_LEVEL) = [2]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [position v]\ngo to x: ((0) - (_CAMERA X)) y: ((0) - (_CAMERA Y))\n\nwhen I receive [tick v]\nif <(_LEVEL) = [1]> then\n switch costume to (join [Collision_] (join (_LEVEL) (join [,] (_Breakable Walls))))\nelse\n switch costume to (join [Collision_] (join (_LEVEL) (join [,] (_Breakable Walls))))\nend\n\n@Platforms\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\nswitch costume to (join [Platforms_] (_LEVEL))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sizer v)\nset size to (2000) %\nswitch costume to (collision v)\nset [ghost v] effect to (100)\n\nwhen I receive [load level v]\nswitch costume to (join [Platforms_] (_LEVEL))\ngo to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\nset [ghost v] effect to (100)\n\n@Effects\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [effect v]\nif <(Clone ID) = [0]> then\n set [effect v] to (E_Effect type)\n if <(E_Effect type) < [4]> then\n Clone (6)\n else\n if <(E_Effect type) < [6]> then\n Clone (2)\n else\n if <(E_Effect type) = [6]> then\n Clone (1)\n else\n if <(E_Effect type) = [7]> then\n Clone (pick random (3) to (5))\n else\n if <(E_Effect type) = [8]> then\n Clone (pick random (3) to (8))\n else\n if <(E_Effect type) = [9]> then\n Clone (1)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\nSetup\nif <(Effect) < [4]> then\n E_1 2 3 setup\nelse\n if <(Effect) < [6]> then\n E_4 5 Setup\n else\n if <(Effect) = [6]> then\n E_6 setup\n else\n if <(Effect) = [7]> then\n E_7 Setup\n else\n if <(Effect) = [8]> then\n E_8 Setup\n else\n if <(Effect) = [9]> then\n E_9 Setup\n end\n end\n end\n end\n end\nend\ngo to x: ((Xpos) - (_Camera X)) y: ((Ypos) - (_Camera Y))\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n go to x: ((Xpos) - (_Camera X)) y: ((Ypos) - (_Camera Y))\n set size to (Size) %\nend\n\nwhen I receive [tick v]\nif <not <(Clone ID) = [0]>> then\n if <(Effect) < [4]> then\n E_1 2 3 Action\n else\n if <(Effect) < [6]> then\n E_4 5 Action\n else\n if <(Effect) = [6]> then\n E_6 Action\n else\n if <(Effect) = [7]> then\n E_7 Action\n else\n if <(Effect) = [8]> then\n E_8 Action\n else\n if <(Effect) = [9]> then\n E_9 Action\n end\n end\n end\n end\n end\n end\nend\n\ndefine Setup\npoint in direction (90)\nshow\nclear graphic effects\nset [xpos v] to ([p_myx v] of [player v])\nset [ypos v] to ([p_myy v] of [player v])\n\ndefine E_1 2 3 setup\nset [size v] to [200]\nset [time v] to [10]\nchange [ypos v] by (-40)\nif <(Clone ID) < [4]> then\n if <(Effect) = [1]> then\n point in direction (90)\n set [xspd v] to [8]\n switch costume to (line v)\n end\n if <(Effect) = [2]> then\n point in direction (0)\n set [yspd v] to [8]\n switch costume to (line v)\n if <([a_direction v] of [player v]) = [90]> then\n change [xpos v] by (-10)\n else\n change [xpos v] by (10)\n end\n end\n if <(Effect) = [3]> then\n point in direction (0)\n turn right (([p_xspd v] of [player v]) * (2)) degrees\n set [xspd v] to [6]\n switch costume to (line v)\n if <(Clone ID) = [1]> then\n Move: [6] In direction: ((direction) - (90))\n else\n if <(Clone ID) = [3]> then\n Move: [6] In direction: ((direction) + (90))\n end\n end\n end\n if <(Clone ID) = [2]> then\n switch costume to (dust v)\n set [size v] to [300]\n end\nelse\n if <(Clone ID) < [7]> then\n point in direction (0)\n turn right (([p_xspd v] of [player v]) * (2)) degrees\n switch costume to (line v)\n if <(Clone ID) = [4]> then\n set [xspd v] to [8]\n Move: [8] In direction: ((direction) - (90))\n else\n if <(Clone ID) = [5]> then\n set [xspd v] to [14]\n else\n if <(Clone ID) = [6]> then\n set [xspd v] to [8]\n Move: [8] In direction: ((direction) + (90))\n end\n end\n end\n end\nend\n\ndefine E_1 2 3 Action\nif <(Clone ID) < [7]> then\n if <(Time) < [1]> then\n delete this clone\n end\n change [time v] by (-1)\n change [size v] by (-10)\n change [ghost v] effect by (10)\n if <(Clone ID) < [4]> then\n change [size v] by (-10)\n if <(Effect) = [1]> then\n if <(Clone ID) = [1]> then\n change [xpos v] by (Xspd)\n else\n if <(Clone ID) = [3]> then\n change [xpos v] by (() - (Xspd))\n end\n end\n set [xspd v] to ((Xspd) * (0.8))\n end\n if <(Effect) = [2]> then\n if <(Clone ID) = [1]> then\n change [ypos v] by (Yspd)\n else\n if <(Clone ID) = [3]> then\n change [ypos v] by (() - (Yspd))\n end\n end\n set [yspd v] to ((Yspd) * (0.8))\n end\n if <(Effect) = [3]> then\n if <<(Clone ID) = [1]> or <(Clone ID) = [3]>> then\n Move: ((0) - (Xspd)) In direction: (direction)\n set [xspd v] to ((Xspd) * (0.8))\n end\n end\n else\n if <(Clone ID) < [7]> then\n Move: (Xspd) In direction: (direction)\n set [xspd v] to ((Xspd) * (0.8))\n end\n end\nend\n\ndefine Move: (x) In direction: (direction)\nchange [xpos v] by ((x) * ([cos v] of (((0) - (direction)) + (90)) ))\nchange [ypos v] by ((x) * ([sin v] of (((0) - (direction)) + (90)) ))\n\ndefine E_4 5 Setup\nset [size v] to [200]\nset [time v] to [10]\nchange [ypos v] by (-20)\nif <(Effect) = [4]> then\n point in direction (90)\n set [xspd v] to [10]\n switch costume to (line v)\nend\nif <(Effect) = [5]> then\n point in direction (0)\n set [yspd v] to [10]\n switch costume to (line v)\n if <([p_wall v] of [player v]) = [1]> then\n change [xpos v] by (-10)\n else\n change [xpos v] by (10)\n end\nend\n\ndefine E_4 5 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nif <(Effect) = [4]> then\n if <(Clone ID) = [1]> then\n change [xpos v] by (Xspd)\n else\n if <(Clone ID) = [2]> then\n change [xpos v] by (() - (Xspd))\n end\n end\n set [xspd v] to ((Xspd) * (0.8))\nend\nif <(Effect) = [5]> then\n if <(Clone ID) = [1]> then\n change [ypos v] by (Yspd)\n else\n if <(Clone ID) = [2]> then\n change [ypos v] by (() - (Yspd))\n end\n end\n set [yspd v] to ((Yspd) * (0.8))\nend\n\nwhen flag clicked\nset [clone id v] to [0]\ndelete this clone\n\ndefine E_6 setup\nset [size v] to [100]\nset [ghost v] effect to (50)\nset [yspd v] to [0]\nset [time v] to [10]\nchange [ypos v] by (-20)\npoint in direction (0)\nswitch costume to (line v)\nif <([p_wall v] of [player v]) = [1]> then\n change [xpos v] by (-10)\nelse\n change [xpos v] by (10)\nend\n\ndefine E_6 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-10)\nchange [ghost v] effect by (5)\nchange [ypos v] by (Yspd)\n\ndefine E_7 Setup\nset [size v] to [200]\nset [ghost v] effect to (0)\nswitch costume to (monster bit v)\nset [time v] to [10]\nset [xpos v] to (E_Monster X)\nset [ypos v] to (E_Monster Y)\nif <([p_attack v] of [player v]) = [1]> then\n set [yspd v] to (pick random (6) to (0))\n if <([a_direction v] of [player v]) = [90]> then\n set [xspd v] to (pick random (2) to (12))\n else\n set [xspd v] to (pick random (-2) to (-12))\n end\nelse\n if <([p_attack v] of [player v]) = [2]> then\n set [yspd v] to (pick random (-2) to (-12))\n set [xspd v] to (pick random (-2) to (2))\n else\n set [yspd v] to (pick random (16) to (2))\n set [xspd v] to (pick random (-2) to (2))\n end\nend\n\ndefine E_7 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nchange [xpos v] by (Xspd)\nchange [ypos v] by (Yspd)\nchange [yspd v] by (-1)\n\ndefine E_8 Setup\nif <(Clone ID) = [1]> then\n set [size v] to [800]\nelse\n set [size v] to [200]\nend\nset [ghost v] effect to (0)\nswitch costume to (monster bit v)\nset [time v] to [10]\nset [xpos v] to (E_Monster X)\nset [ypos v] to (E_Monster Y)\nset [yspd v] to (pick random (16) to (2))\nset [xspd v] to (pick random (-12) to (12))\n\ndefine E_8 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nif <(Clone ID) = [1]> then\n change [size v] by (-20)\nelse\n change [xpos v] by (Xspd)\n change [ypos v] by (Yspd)\n change [yspd v] by (-1)\nend\n\ndefine E_9 Setup\nset [size v] to [100]\nset [ghost v] effect to (0)\nset [time v] to [10]\nchange [ypos v] by (-20)\npoint in direction (90)\nswitch costume to (line v)\nif <([a_direction v] of [player v]) = [90]> then\n set [xspd v] to ([p_xspd v] of [player v])\n change [xpos v] by (10)\nelse\n set [xspd v] to ([p_xspd v] of [player v])\n change [xpos v] by (-10)\nend\n\ndefine E_9 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nturn left ((Xspd) / (2)) degrees\nMove: (Xspd) In direction: (direction)\nset [xspd v] to ((Xspd) / (1.2))\n\n@Shadows\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [post-tick v]\nif <not <(Clone ID) = [0]>> then\n if <(Clone ID) = [1]> then\n Y Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n else\n if <(Clone ID) = [2]> then\n X Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n else\n if <(Clone ID) = [3]> then\n Y Shadow (item (1) of [monster positions v]) (item (2) of [monster positions v])\n if <(item (1) of [monster positions v]) = [N/A]> then\n hide\n else\n show\n end\n else\n if <(Clone ID) = [4]> then\n Y Shadow (item (3) of [monster positions v]) (item (4) of [monster positions v])\n if <(item (3) of [monster positions v]) = [N/A]> then\n hide\n else\n show\n end\n end\n end\n end\n end\nend\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\nswitch costume to (drop shadow v)\nif <(Clone ID) = [2]> then\n switch costume to (side shadow v)\nend\nset size to (Size) %\n\ndefine Y Shadow (x) (y)\nswitch costume to (hitbox v)\nshow\nset size to (100) %\nset [myx v] to (x)\nset [myy v] to (y)\ngo to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\nset [failsafe v] to [0]\nset [size v] to [550]\nif <(Clone ID) = [1]> then\n repeat until <<<touching (collision v)?> or <<touching (platforms v)?> and <([p_platform ticks v] of [player v]) = [0]>>> or <(Failsafe) > [30]>>\n change y by (-4)\n change [myy v] by (-4)\n change [size v] by (-12)\n change [failsafe v] by (1)\n end\nelse\n repeat until <<<touching (collision v)?> or <touching (platforms v)?>> or <(Failsafe) > [30]>>\n change y by (-4)\n change [myy v] by (-4)\n change [size v] by (-12)\n change [failsafe v] by (1)\n end\nend\nif <(Failsafe) > [30]> then\n hide\nend\nswitch costume to (drop shadow v)\n\nwhen I start as a clone\nset [ghost v] effect to (75)\ngo to [front v] layer\ngo [backward v] (25) layers\n\nwhen I receive [load level v]\nif <(Clone ID) = [0]> then\n if <(_LEVEL) = [X]> then\n Clone (4)\n else\n Clone (2)\n end\nelse\n delete this clone\nend\n\ndefine X Shadow (x) (y)\nswitch costume to (hitbox v)\nshow\nset size to (100) %\nset [myx v] to (x)\nset [myy v] to (y)\ngo to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\nset [failsafe v] to [0]\nset [size v] to [550]\nrepeat until <<touching (collision v)?> or <(Failsafe) > [20]>>\n change x by (4)\n change [myx v] by (4)\n change [size v] by (-24)\n change [failsafe v] by (1)\nend\nif <(Failsafe) > [20]> then\n set [myx v] to (x)\n set [myy v] to (y)\n go to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\n set [failsafe v] to [0]\n set [size v] to [550]\n repeat until <<touching (collision v)?> or <(Failsafe) > [20]>>\n change x by (-4)\n change [myx v] by (-4)\n change [size v] by (-24)\n change [failsafe v] by (1)\n end\n if <(Failsafe) > [20]> then\n hide\n end\nend\nswitch costume to (side shadow v)\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n if <(Clone ID) = [1]> then\n Y Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n set size to (Size) %\n else\n if <(Clone ID) = [2]> then\n X Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n set size to (Size) %\n else\n end\n end\nend\n\nwhen flag clicked\nset [clone id v] to [0]\ndelete this clone\n\n@Non- Wall\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: (() - (_Camera X)) y: (() - (_Camera Y))\nswitch costume to (join [NW_] (Level))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sizer v)\nset size to (2000) %\nswitch costume to (nw_x v)\nset [ghost v] effect to (100)\n\nwhen I receive [load level v]\nswitch costume to (join [NW_] (Level))\n\nif <(Level) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\n@Attacks\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [attack v]\nif <(Clone ID) = [0]> then\n if <(E_Attack type) = [1]> then\n Clone (1)\n else\n Clone (2)\n end\nend\n\nwhen I receive [tick v]\nif <not <(Clone ID) = [0]>> then\n if <(E_Attack type) = [1]> then\n Sword tick\n else\n if <(E_Attack type) = [2]> then\n Star tick\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (nothing v)\ngo to [front v] layer\ngo [backward v] (20) layers\nshow\nset [xpos v] to ([p_myx v] of [player v])\nset [ypos v] to ([p_myy v] of [player v])\ngo to x: ((Xpos) - (_CAMERA X)) y: ((Ypos) - (_CAMERA Y))\nset [clone type v] to (E_Attack type)\nif <(E_Attack type) = [1]> then\n Sword attack\nelse\n if <(E_Attack type) = [2]> then\n go to x: ((Xpos) - (_CAMERA X)) y: ((Ypos) - (_CAMERA Y))\n Star attack\n end\nend\nset [initial speed v] to (Speed)\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n set [costume # v] to (costume [number v])\n switch costume to (move v)\n go to x: ((Xpos) - (_Camera X)) y: ((Ypos) - (_Camera Y))\n switch costume to (Costume #)\nend\n\ndefine Sword attack\nset [speed v] to [18]\nswitch costume to (nothing v)\nif <([p_attack direction v] of [player v]) = [1]> then\n change [speed v] by ([abs v] of (([p_xspd v] of [player v]) * (1.5)) )\n if <([p_wall v] of [player v]) = [0]> then\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n else\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n end\n else\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n else\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n end\n end\nelse\n change [speed v] by ([abs v] of (([p_yspd v] of [player v]) * (1.5)) )\n if <([p_attack direction v] of [player v]) = [2]> then\n point in direction (180)\n change [ypos v] by (-60)\n set [clone type v] to [3]\n else\n if <([p_attack direction v] of [player v]) = [3]> then\n point in direction (0)\n change [ypos v] by (60)\n set [clone type v] to [4]\n end\n end\nend\n\ndefine Star attack\nset [speed v] to [48]\nif <(Clone ID) = [1]> then\n set [ghost v] effect to ((100) - ((Speed) * (10)))\nelse\n set [ghost v] effect to ((50) + ((50) - (Speed)))\nend\nif <(Clone ID) = [1]> then\n switch costume to (ninja star v)\nelse\n switch costume to (ninja star dash v)\nend\nif <([p_attack direction v] of [player v]) = [1]> then\n change [speed v] by ([abs v] of (([p_xspd v] of [player v]) * (3)) )\n if <([p_wall v] of [player v]) = [0]> then\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n else\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n end\n else\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n else\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n end\n end\nelse\n change [speed v] by ([abs v] of (([p_yspd v] of [player v]) * (3)) )\n if <([p_attack direction v] of [player v]) = [2]> then\n point in direction (180)\n change [ypos v] by (-60)\n set [clone type v] to [3]\n else\n if <([p_attack direction v] of [player v]) = [3]> then\n point in direction (0)\n change [ypos v] by (60)\n set [clone type v] to [4]\n end\n end\nend\n\ndefine Sword tick\nnext costume\nchange [speed v] by ((0) - ((Initial speed) / (6)))\nif <(Speed) < [0]> then\n delete this clone\nend\nif <(Clone type) = [1]> then\n change [xpos v] by (Speed)\nelse\n if <(Clone type) = [2]> then\n change [xpos v] by ((0) - (Speed))\n else\n if <(Clone type) = [3]> then\n change [ypos v] by ((0) - (Speed))\n else\n if <(Clone type) = [4]> then\n change [ypos v] by (Speed)\n end\n end\n end\nend\n\ndefine Star tick\nchange [speed v] by ((0) - ((Initial speed) / (14)))\nif <(Speed) < [0]> then\n delete this clone\nend\nchange size by (-2)\nif <(Clone ID) = [1]> then\n turn right ((Speed) * (2)) degrees\n set [ghost v] effect to ((100) - ((Speed) * (10)))\nelse\n set [ghost v] effect to ((50) + ((50) - (Speed)))\nend\nif <(Clone type) = [1]> then\n change [xpos v] by (Speed)\nelse\n if <(Clone type) = [2]> then\n change [xpos v] by ((0) - (Speed))\n else\n if <(Clone type) = [3]> then\n change [ypos v] by ((0) - (Speed))\n else\n if <(Clone type) = [4]> then\n change [ypos v] by (Speed)\n end\n end\n end\nend\n\n@Health Effects\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen flag clicked\nClone (4)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] ((Clone ID) + (10)) layers\nset [ghost v] to [100]\nset [ghost v] effect to (100)\nif <(Clone ID) = [1]> then\n switch costume to (spikes v)\nelse\n if <(Clone ID) = [2]> then\n switch costume to (veins v)\n else\n if <(Clone ID) = [3]> then\n switch costume to (red fader v)\n else\n if <(Clone ID) = [4]> then\n switch costume to (hit fader v)\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <not <(Clone ID) = [0]>> then\n if <(Clone ID) < [4]> then\n Clones 1,2,3\n else\n Clone 4\n end\nend\n\ndefine Sizer (size)\nset [costume # v] to (costume [number v])\nswitch costume to (sizer v)\nset size to (size) %\nswitch costume to (Costume #)\n\ndefine Smooth Size (size)\nSizer ((size) - (((size) - (size)) / (4)))\n\ndefine Smooth Ghost (ghost)\nset [ghost v] to ((Ghost) - (((Ghost) - (ghost)) / (4)))\nset [ghost v] effect to (Ghost)\n\ndefine Clones 1,2,3\nif <([p_health v] of [player v]) = [3]> then\n if <(Clone ID) = [3]> then\n Smooth Size ((([sin v] of ((Sine) * (10)) ) * (10)) + (800))\n Smooth Ghost [75]\n else\n Smooth Size [2000]\n Smooth Ghost [100]\n end\nelse\n if <([p_health v] of [player v]) = [2]> then\n if <(Clone ID) = [3]> then\n Smooth Size ((([sin v] of ((Sine) * (10)) ) * (10)) + (900))\n Smooth Ghost [50]\n else\n if <(Clone ID) = [2]> then\n Smooth Ghost [100]\n Smooth Size [1300]\n else\n if <(Clone ID) = [1]> then\n Smooth Ghost [90]\n Smooth Size ((([sin v] of (((Sine) + (40)) * (10)) ) * (40)) + (1200))\n end\n end\n end\n else\n if <([p_health v] of [player v]) = [1]> then\n if <(Clone ID) = [3]> then\n Smooth Size ((([sin v] of ((Sine) * (20)) ) * (10)) + (700))\n Smooth Ghost [25]\n else\n if <(Clone ID) = [2]> then\n Smooth Ghost [80]\n Smooth Size ((([sin v] of (((Sine) + (20)) * (20)) ) * (10)) + (1100))\n else\n if <(Clone ID) = [1]> then\n Smooth Ghost [80]\n Smooth Size ((([sin v] of (((Sine) + (40)) * (20)) ) * (60)) + (1100))\n end\n end\n end\n else\n Smooth Ghost [100]\n Smooth Size [2000]\n end\n end\nend\n\ndefine Clone 4\nSizer [600]\nSmooth Ghost ((100) - (([p_hit ticks v] of [player v]) * (8)))\n\n@Sketchpad\n\n@HUD\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen flag clicked\nClone (7)\n\nwhen I start as a clone\nshow\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nif <(Clone ID) = [1]> then\n switch costume to (hud base v)\n go to x: (-150) y: (135)\n go to [front v] layer\n go [backward v] (6) layers\nelse\n if <(Clone ID) = [2]> then\n switch costume to (hb_5 v)\n go to x: (-150) y: (150)\n go to [front v] layer\n go [backward v] (5) layers\n else\n if <(Clone ID) > [2]> then\n switch costume to (ninja star v)\n go to x: (-150) y: (130)\n go to [front v] layer\n go [backward v] ((Clone ID) - (2)) layers\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Clone ID) = [0]> then\n if <(_HUD_SHOW) = [1]> then\n HUD Ghost [0]\n change [hud_ticks v] by (1)\n if <(HUD_Ticks) > [150]> then\n set [_hud_show v] to [0]\n end\n else\n HUD Ghost [80]\n set [hud_ticks v] to [0]\n end\n set [_hud_star animation v] to ((_HUD_STAR ANIMATION) * (0.9))\n set [_hud_star animation v] to ((_HUD_STAR ANIMATION) + (1))\nelse\n if <(Clone ID) = [1]> then\n Ghost (_HUD_GHOST)\n go to x: (-150) y: (135)\n else\n if <(Clone ID) = [2]> then\n Ghost (_HUD_GHOST)\n switch costume to (join [HB_] ([p_health v] of [player v]))\n if <([p_health v] of [player v]) < [3]> then\n go to x: ((-140) + (((pick random (-1.2) to (1.2)) * (((3) - ([p_health v] of [player v])) / ([p_health v] of [player v]))) + ((pick random (-1.2) to (1.2)) * (([p_hit ticks v] of [player v]) / (3))))) y: ((150) + ((pick random (-1.2) to (1.2)) * (((3) - ([p_health v] of [player v])) / (2))))\n else\n go to x: ((-140) + ((pick random (-1.2) to (1.2)) * (([p_hit ticks v] of [player v]) / (3)))) y: (150)\n end\n else\n if <(Clone ID) > [2]> then\n set [c_position v] to (((Clone ID) - ((_HUD_STAR ANIMATION) / (10))) - ((5) - ([p_ninja stars v] of [player v])))\n go to x: ((-145) - (((C_Position) - (3)) * (18))) y: ((120) - (((C_Position) - (3)) * (1)))\n point in direction ((90) - (((C_Position) - (3)) * (185)))\n set [brightness v] effect to ((0) - (((C_Position) - (3)) * (10)))\n set size to ((120) - ((C_Position) * (8))) %\n if <((Clone ID) - (2)) < ((6) - ([p_ninja stars v] of [player v]))> then\n change x by ((_HUD_STAR ANIMATION) * (20))\n Ghost [100]\n else\n Ghost (_HUD_GHOST)\n end\n end\n end\n end\n if <(_GAME STATE) = [2]> then\n hide\n else\n show\n end\nend\n\ndefine HUD Ghost (ghost)\nset [_hud_ghost v] to ((_HUD_GHOST) - (((_HUD_GHOST) - (ghost)) / (4)))\n\ndefine Ghost (ghost)\nset [ghost v] to ((Ghost) - (((Ghost) - (ghost)) / (4)))\nset [ghost v] effect to (Ghost)\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n set [ghost v] to [100]\n set [ghost v] effect to (Ghost)\nend\n\nwhen I receive [attack v]\nset [_hud_show v] to [1]\nset [hud_ticks v] to [0]\n\n@Overlay\n\nwhen I receive [transition v]\nset [transition ticks v] to [20]\nset [ghost v] effect to (100)\nswitch costume to (white fader v)\nif <(Transition Type) = [1]> then\n Go to: [600] [0]\nelse\n if <(Transition Type) = [2]> then\n Go to: [-600] [0]\n else\n if <(Transition Type) = [3]> then\n Go to: [0] [500]\n else\n if <(Transition Type) = [4]> then\n Go to: [0] [-500]\n else\n if <(Transition Type) = [5]> then\n switch costume to (black fader v)\n Go to: [0] [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (sizer v)\nset size to (400) %\nswitch costume to (white fader v)\n\ndefine Go to: (x) (y)\nset [costume # v] to (costume [number v])\nswitch costume to (move v)\ngo to x: (x) y: (y)\nswitch costume to (Costume #)\n\nwhen I receive [tick v]\nif <(Transition Ticks) = [0]> then\n hide\nelse\n show\n change [transition ticks v] by (-1)\n if <(Transition Ticks) > [10]> then\n change [ghost v] effect by (-15)\n Smooth Move [0] [0]\n else\n change [ghost v] effect by (15)\n if <(Transition Ticks) = [10]> then\n set [level v] to (Transitioning Level)\n broadcast (Load Level v)\n end\n if <(Transition Type) = [1]> then\n Smooth Move [-700] [0]\n else\n if <(Transition Type) = [2]> then\n Smooth Move [700] [0]\n else\n if <(Transition Type) = [3]> then\n Smooth Move [0] [-600]\n else\n if <(Transition Type) = [4]> then\n Smooth Move [0] [600]\n else\n if <(Transition Type) = [5]> then\n Go to: [0] [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Smooth Move (x) (y)\nGo to: ((x position) - (((x position) - (x)) / (4))) ((y position) - (((y position) - (y)) / (4)))\n\nwhen I receive [cutscene v]\nif <(Cutscene) = [1]> then\n Go to: [0] [0]\n show\n clear graphic effects\n go to [front v] layer\n switch costume to (sizer v)\n set size to (400) %\n switch costume to (black fader v)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [initial setup v]\nGo to: [0] [0]\nshow\nclear graphic effects\ngo to [front v] layer\nswitch costume to (sizer v)\nset size to (400) %\nswitch costume to (black fader v)\n\n@Breakable walls\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n set [costume # v] to (costume [number v])\n switch costume to (move v)\n go to x: (((MyX) + (((Shake) / (2)) * (Animation))) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\n switch costume to (Costume #)\nend\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [load level v]\nhide\nif <(Clone ID) = [0]> then\n if <(_LEVEL) = [1]> then\n set [_breakable walls v] to [2]\n Clone [2]\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (25) layers\nset [health v] to [3]\nset [shake v] to [0]\nif <(Clone ID) = [1]> then\n switch costume to (wall_block v)\n set [myx v] to [1397]\n set [myy v] to [184]\nelse\n if <(Clone ID) = [2]> then\n switch costume to (ceiling_block v)\n set [myx v] to [1560]\n set [myy v] to [237]\n end\nend\n\nwhen I receive [tick v]\nDetect Hit\n\ndefine Detect Hit\nif <(Shake) = [0]> then\n if <touching (attacks v)?> then\n change [health v] by (-1)\n set [shake v] to [10]\n if <(Health) = [0]> then\n change [_breakable walls v] by (-1)\n delete this clone\n end\n end\nelse\n change [shake v] by (-1)\n if <(Animation) = [1]> then\n set [animation v] to [-1]\n else\n set [animation v] to [1]\n end\nend\n\n@Menu\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (test v)\n forever\n go to x: (-200) y: (-90)\n if <touching (mouse-pointer v)?> then\n set size to ((size) - (((size) - (110)) / (2))) %\n if <mouse down?> then\n set [_level v] to [X]\n broadcast (Menu - Level v)\n end\n else\n set size to ((size) - (((size) - (100)) / (2))) %\n end\n end\nelse\n switch costume to (tutorial v)\n forever\n go to x: (-190) y: (-150)\n if <touching (mouse-pointer v)?> then\n set size to ((size) - (((size) - (110)) / (2))) %\n if <mouse down?> then\n set [_level v] to [1]\n broadcast (Menu - Level v)\n end\n else\n set size to ((size) - (((size) - (100)) / (2))) %\n end\n end\nend\n\nwhen I receive [menu - level v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nset [_game state v] to [2]\nset [_level v] to [0]\nswitch backdrop to (menu v)\nshow\nswitch costume to (ninja v)\nClone (2)\ngo to x: (0) y: (0)\nforever\n wait (pick random (1) to (5)) seconds\n if <(pick random (0) to (2)) = [1]> then\n repeat (5)\n wait (0) seconds\n next costume\n end\n switch costume to (ninja v)\n else\n if <(pick random (0) to (1)) = [1]> then\n switch costume to (n_look1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (pick random (1) to (5)) seconds\n repeat (3)\n wait (0) seconds\n next costume\n end\n switch costume to (ninja v)\n else\n switch costume to (n_observe1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (pick random (1) to (3)) seconds\n repeat (2)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (ninja v)\n end\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (2)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
\nz to jump\n2 z's to double jump\nx to sword\nc to shoot\ndown arrow key to crouch
The dark Forest || A mobile 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 [☁ record v]\nhide variable [time v]\n\nwhen I receive [play game v]\nshow variable [☁ record v]\nshow variable [time v]\n\n@INTRO\n\nwhen flag clicked\nset [cstat v] to [Background]\nset [stat v] to [Background]\nhide\nset [v1 v] to [0]\nswitch costume to (1 v)\nrepeat (3)\n set [v1 v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n next costume\nend\nset [cstat v] to [SideBackground]\nset [stat v] to [SideBackground]\nhide\nwait (0.3) seconds\nset [v1 v] to [0]\nswitch costume to (1b v)\nrepeat (3)\n set [v1 v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n next costume\nend\nset [cstat v] to [BigBack]\nset [stat v] to [BigBack]\nhide\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (back1 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Raster]\nset [stat v] to [Raster]\nhide\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (raster v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Logo]\nset [stat v] to [Logo]\nhide\nset [v1 v] to [0]\nswitch costume to (logo3 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [v1 v] to ((v1) * (0.8))\nend\n\nset size to (100) %\n\nwhen I start as a clone\nif < (cSTAT) contains [Background]?> then\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [19]\n repeat (50)\n change size by (v1)\n if <not < (STAT) contains [Background]?>> then\n delete this clone\n end\n end\n forever\n if <not < (STAT) contains [Background]?>> then\n delete this clone\n end\n end\nend\n\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif < (cSTAT) contains [BigBack]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n go to x: (0) y: (0)\n set [v2 v] to [70]\n repeat (15)\n change y by (v2)\n set [v2 v] to ((v2) * (0.8))\n end\n delete this clone\nend\n\nchange size by (10)\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n clear graphic effects\n go to [back v] layer\n show\n set [v2 v] to [0]\n switch costume to (point v)\n set size to (200) %\n switch costume to (raster v)\n go to x: (0) y: (0)\n set [v2 v] to [70]\n forever\n change x by (-2)\n change y by (-2)\n end\nend\n\nchange y by (v2)\nset [v2 v] to ((v2) * (0.8))\n\ndelete this clone\n\nwait (0.09) seconds\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (0)\n forever\n point in direction ((([tan v] of ((timer) * (100)) ) * (10)) + (90))\n end\nend\n\nset [v2 v] to [70]\n\nchange x by (2)\nchange y by (-2)\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n wait (3) seconds\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n broadcast (Start v)\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nchange size by (-10)\n\nwhen flag clicked\nhide\n\nset [☁ record v] to [17.853]\nset [☁ record v] to (☁ Record)\n\n@DangerTurn\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(round (high)) = [0]> then\n set [high v] to [50]\nend\nset [high v] to ((high) * (0.8))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [clon? v] to [NO]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [100] y [-50]\n Clone at x [2289] y [265]\n Clone at x [2454] y [265]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <(clon?) = [JES]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n turn right (high) degrees\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\n\nwhen I receive [intro? v]\nhide\n\nwhen I start as a clone\nset [clon? v] to [JES]\n\nnext costume\n\nset [checkx v] to [0]\n\nwhen flag clicked\nhide\n\n@BouncePads\n\nwhen I receive [green 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 [clon? v] to [NO]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [1262] y [-30]\n Clone at x [3416] y [-30]\n Clone at x [3590] y [-30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <(clon?) = [JES]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\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\nwhen I receive [intro? v]\nhide\n\nwhen I start as a clone\nset [clon? v] to [JES]\n\nset [checkx v] to [0]\n\nif <(transparence) < [100]> then\n\n\nwhen flag clicked\nclear graphic effects\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nchange [x v] by (360)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [green v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [time v] to [0]\nreset timer\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n \n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to (CheckX)\nset [y v] to (CheckY)\nset [scroll x v] to (CheckX)\nset [scroll y v] to (CheckY)\nset [sy v] to [0]\nset [time v] to (Checktime)\nreset timer\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 (left arrow 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 <<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) ) > [0.8]> 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 <touching color (#ffde00)?> then\n set [sy v] to [26]\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (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) < [-103]> then\n set [scroll y v] to [-103]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(SCROLL X) > [3838]> then\n set [scroll x v] to [3838]\nend\nif <not <(SCROLL X) > [3837]>> then\n set [time v] to ((timer) + (Checktime))\nelse\n if <(TIME) < (☁ Record)> then\n set [☁ record v] to (TIME)\n set [☁ record v] to (☁ Record)\n end\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<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 Game - Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nset [exit v] to []\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching color (#9d9d9d)?> then\n set [exit v] to [die]\nend\n\ndefine Game win\nchange [level v] by (1)\n\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\n\nwait (1) seconds\n\nwhen I receive [start v]\nbroadcast (Green v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen I receive [green 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 [500] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [900] 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 [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 1 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\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\n@Exit\n\nwhen I receive [green v]\nset [checktime v] to [0]\nset [checkx v] to [0]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [checkx v] to (x)\n set [checktime v] to (TIME)\n reset timer\n set [checky v] to (y)\n switch costume to (open2 v)\n set [true? v] to [true]\n set [collected v] to [0]\nend\nif <<(COLLECTED) = (CollectCheck)> and <(True?) = [false]>> then\n switch costume to (open v)\nelse\n switch costume to (closed v)\n if <(True?) = [true]> then\n switch costume to (open2 v)\n end\nend\n\nwhen I receive [play game v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [true? v] to [false]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n set [collectcheck v] to [2]\n Clone at x [614] y [-21]\n set [collectcheck v] to [3]\n Clone at x [1951] y [-30]\n set [collectcheck v] to [4]\n Clone at x [3119] y [-30]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [786] y [490]\n else\n set [x v] to [-99999]\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]\n\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 [intro? v]\nhide\n\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\n@Platforms2\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((x) - ((SCROLL X) / (2))) (y)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 1 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\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [green 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 [690] y [0]\n Clone at x [390] y [0]\n Clone at x [390] y [0]\n Clone at x [390] y [0]\n Clone at x [700] y [0]\n Clone at x [700] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 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\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\n@Collectables\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [play game v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to ( v)\n Clone at x [-207] y [9]\n Clone at x [504] y [-1]\n Clone at x [909] y [11]\n Clone at x [1404] y [185]\n Clone at x [1750] y [56]\n Clone at x [2081] y [123]\n Clone at x [2359] y [356]\n Clone at x [2711] y [170]\n Clone at x [3025] y [56]\n Clone at x [3976] y [46]\nelse\n if <(LEVEL) = [2]> then\n switch costume to ( v)\n Clone at x [-115] y [-70]\n Clone at x [94] y [-8]\n Clone at x [-67] y [79]\n Clone at x [-161] y [177]\n Clone at x [145] y [254]\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n
The dark Forest || A mobile Scrolling Platformer\n-------------------------------------------------------------------------\n Instructions \n ----------------\n- Jump over the dangers and collect the coins to open checkpoints!\n- Try to be as fast as you can to get the world record!\n- Have fun!\n\n- Springe über die Gefahren und sammele die Münzen ein, um Checkpoints zu öffnen!\n- Versuche, so schnell wie möglich zu sein, um den Weltrekord zu holen!\n- Viel Spaß!\n\n News\n ----------------\n13.10.20 - Updates and 86 Likes\n07.10.20 - 1st German Trending: Yay\n05.10.20 - share\n\n Credits\n ----------------\n- @griffpatch for the scrolling Platformer Tutorial\n\nPlease Like, Fav and Follow if you like it :)\nBitte Liken, Faven und folgen, wenn du dieses Spiel magst :)\n\n- Part 1 -\n\n@AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun
Winter 100%PEN Platformer
@Stage\n\n@PEN\n\ndefine You won\nset pen color to (#1d00ff)\nset pen size to (10)\nyのみ補正 xy [-220] [380]\npen down\nyのみ補正 xy [-200] [350]\nyのみ補正 xy [-180] [380]\npen up\nyのみ補正 xy [-200] [350]\npen down\nyのみ補正 xy [-200] [320]\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n yのみ補正 xy ((-130) + ((30) * ([cos v] of (θ) ))) ((350) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (180)\n yのみ補正 xy ((-50) + ((30) * ([cos v] of (θ) ))) ((350) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (-1)\nend\npen up\nyのみ補正 xy [-80] [350]\npen down\nyのみ補正 xy [-80] [380]\npen up\nyのみ補正 xy [-20] [350]\npen down\nyのみ補正 xy [-20] [380]\npen up\nyのみ補正 xy [10] [380]\npen down\nyのみ補正 xy [25] [320]\nyのみ補正 xy [40] [380]\nyのみ補正 xy [55] [320]\nyのみ補正 xy [70] [380]\npen up\nset [θ v] to [0]\nrepeat (360)\n yのみ補正 xy ((120) + ((30) * ([cos v] of (θ) ))) ((350) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nyのみ補正 xy [170] [320]\npen down\nyのみ補正 xy [170] [380]\nyのみ補正 xy [210] [320]\nyのみ補正 xy [210] [380]\npen up\n\nwhen flag clicked\nset [向き v] to [2]\nforever\n 動く\nend\n\ndefine ステージ追加xy (x) (y) 縦の長さ (縦) 横の長さ (横) 種類 (種類) 地面 (地面)\nadd (x) to [ステージ v]\nadd (y) to [ステージ v]\nadd (縦) to [ステージ v]\nadd (横) to [ステージ v]\nadd (種類) to [ステージ v]\nadd (地面) to [ステージ v]\n\ndefine 軽量化\ndelete all of [描画するステージ v]\nset [i v] to [0]\nrepeat ((length of [ステージ v]) / (6))\n set [iiiii v] to [0]\n if <<([abs v] of ((item ((i) + (1)) of [ステージ v]) - (ステージx)) ) < (x描画距離)> and <([abs v] of ((item ((i) + (2)) of [ステージ v]) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (10000)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((-1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (1000)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (100)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((-1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((-1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (10)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((-1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (1)\n end\n end\n end\n end\n end\n if <[0] < (iiiii)> then\n add (item ((i) + (1)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (2)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (3)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (4)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (5)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (6)) of [ステージ v]) to [描画するステージ v]\n end\n change [i v] by (6)\nend\n\ndefine 接触判定\ndelete all of [接触判定用 v]\nset [ii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <<<((item ((ii) + (1)) of [描画するステージ v]) + ((-1) * (item ((ii) + (4)) of [描画するステージ v]))) < (((自機x) + (ステージx)) + (23))> and <(((自機x) + (ステージx)) + (-23)) < ((item ((ii) + (1)) of [描画するステージ v]) + ((1) * (item ((ii) + (4)) of [描画するステージ v])))>> and <<((item ((ii) + (2)) of [描画するステージ v]) + ((-1) * (item ((ii) + (3)) of [描画するステージ v]))) < (((自機y) + (ステージy)) + (23))> and <(((自機y) + (ステージy)) + (-23)) < ((item ((ii) + (2)) of [描画するステージ v]) + ((1) * (item ((ii) + (3)) of [描画するステージ v])))>>> then\n add (item ((ii) + (5)) of [描画するステージ v]) to [接触判定用 v]\n end\n change [ii v] by (6)\nend\n\ndefine xy (x) (y)\ngo to x: (((-1) * (ステージx)) + (x)) y: (((-1) * (ステージy)) + (y))\n\ndefine 描画\nerase all\nset pen color to (#5ec1ff)\nset pen size to ((1) / (0))\ngo to x: (0) y: (0)\npen down\npen up\n雲描画&処理\nif <(済み) = [1]> then\n You won\nend\n自機描画\nマグマ描画\n水描画\n普通の地面描画\n上の地面描画\n飾り描画&消去\n\nwhen flag clicked\nforever\n 軽量化\nend\n\nwhen flag clicked\nforever\n 接触判定\nend\n\nwhen flag clicked\nforever\n 描画\nend\n\ndelete all of [ステージ v]\nステージ追加xy [-100] [-200] 縦の長さ [100] 横の長さ [150] 種類 [1] 地面 [1]\nステージ追加xy [100] [-220] 縦の長さ [100] 横の長さ [50] 種類 [2] 地面 []\nステージ追加xy [230] [-220] 縦の長さ [200] 横の長さ [80] 種類 [1] 地面 [1]\nステージ追加xy [380] [-220] 縦の長さ [300] 横の長さ [70] 種類 [1] 地面 [1]\nステージ追加xy [670] [140] 縦の長さ [300] 横の長さ [100] 種類 [1] 地面 []\nステージ追加xy [550] [-460] 縦の長さ [200] 横の長さ [110] 種類 [1] 地面 []\nステージ追加xy [780] [-460] 縦の長さ [200] 横の長さ [120] 種類 [1] 地面 []\nステージ追加xy [980] [-220] 縦の長さ [300] 横の長さ [80] 種類 [1] 地面 [1]\nステージ追加xy [660] [-120] 縦の長さ [180] 横の長さ [270] 種類 [3] 地面 []\nステージ追加xy [1300] [-20] 縦の長さ [180] 横の長さ [80] 種類 [1] 地面 [1]\nステージ追加xy [1140] [-195] 縦の長さ [220] 横の長さ [80] 種類 [2] 地面 []\nステージ追加xy [1580] [-195] 縦の長さ [200] 横の長さ [200] 種類 [1] 地面 []\nステージ追加xy [1820] [-50] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [1580] [50] 縦の長さ [80] 横の長さ [200] 種類 [3] 地面 []\nステージ追加xy [1920] [40] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2030] [120] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2140] [200] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2250] [280] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2360] [200] 縦の長さ [200] 横の長さ [70] 種類 [2] 地面 []\nステージ追加xy [2480] [280] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2590] [200] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2700] [120] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2810] [40] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2920] [-50] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [3030] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3150] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 []\nステージ追加xy [3270] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3390] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 []\nステージ追加xy [3510] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3630] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 []\nステージ追加xy [3750] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3150] [220] 縦の長さ [40] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3390] [220] 縦の長さ [40] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3630] [220] 縦の長さ [40] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3870] [60] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3990] [-90] 縦の長さ [300] 横の長さ [60] 種類 [2] 地面 []\nステージ追加xy [4250] [30] 縦の長さ [250] 横の長さ [80] 種類 [3] 地面 []\nステージ追加xy [4110] [-100] 縦の長さ [400] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [4390] [150] 縦の長さ [150] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [4250] [-280] 縦の長さ [150] 横の長さ [80] 種類 [1] 地面 []\nステージ追加xy [4620] [-420] 縦の長さ [150] 横の長さ [300] 種類 [1] 地面 []\nステージ追加xy [4580] [-140] 縦の長さ [150] 横の長さ [250] 種類 [3] 地面 []\nステージ追加xy [4650] [-20] 縦の長さ [100] 横の長さ [200] 種類 [1] 地面 []\nステージ追加xy [4650] [160] 縦の長さ [80] 横の長さ [200] 種類 [2] 地面 []\nステージ追加xy [4900] [180] 縦の長さ [300] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [5110] [-420] 縦の長さ [150] 横の長さ [200] 種類 [1] 地面 []\nステージ追加xy [5030] [-140] 縦の長さ [150] 横の長さ [200] 種類 [3] 地面 []\nステージ追加xy [5420] [-220] 縦の長さ [250] 横の長さ [200] 種類 [1] 地面 [1]\nステージ追加xy [5700] [-350] 縦の長さ [250] 横の長さ [80] 種類 [2] 地面 []\nステージ追加xy [5980] [-280] 縦の長さ [250] 横の長さ [200] 種類 [1] 地面 [1]\nステージ追加xy [10000] [0] 縦の長さ [250] 横の長さ [250] 種類 [1] 地面 [1]\n\nwhen flag clicked\nset [済み v] to [0]\nリスポ\nforever\n set [前x v] to (ステージx)\n set [前y v] to (ステージy)\n if <<not <<(ステージx) < [0]> and <(自機x) < [0]>>> and <not <<[5880] < (ステージx)> and <[0] < (自機x)>>>> then\n change [ステージx v] by (round ((1) * (((自機x) + (Xv)) / (12))))\n change [自機x v] by (round ((-1) * (((自機x) + (Xv)) / (12))))\n end\n change [ステージy v] by (round ((1) * (((自機y) + (Yv)) / (12))))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (12))))\n 雲移動xy (((ステージx) - (前x)) / (-2)) (((ステージy) - (前y)) / (-1.5))\n if <(済み) = [1]> then\n broadcast (You won v)\n stop [this script v]\n end\nend\n\ndefine リスポ\nset [xv v] to [0]\nset [yv v] to [0]\nset [ステージx v] to [0]\nset [ステージy v] to [0]\nset [自機x v] to [0]\nset [自機y v] to [0]\n\ndefine 自機描画\nset pen color to (#856cff)\nset pen size to (20)\ngo to x: ((自機x) + (-8)) y: ((自機y) + (8))\npen down\ngo to x: ((自機x) + (8)) y: ((自機y) + (8))\ngo to x: ((自機x) + (8)) y: ((自機y) + (-8))\ngo to x: ((自機x) + (-8)) y: ((自機y) + (-8))\ngo to x: ((自機x) + (-8)) y: ((自機y) + (8))\npen up\nset pen color to (#000000)\nset pen size to (5)\nif <(向き) = [1]> then\n go to x: ((自機x) + (-10)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (-10)) y: ((自機y) + (-2))\n pen up\n go to x: ((自機x) + (-1)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (-1)) y: ((自機y) + (-2))\n pen up\n set pen color to (#ffffff)\n go to x: ((自機x) + (-1)) y: ((自機y) + (5))\n pen down\n pen up\n go to x: ((自機x) + (-10)) y: ((自機y) + (5))\n pen down\n pen up\nelse\n go to x: ((自機x) + (10)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (10)) y: ((自機y) + (-2))\n pen up\n go to x: ((自機x) + (1)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (1)) y: ((自機y) + (-2))\n pen up\n set pen color to (#ffffff)\n go to x: ((自機x) + (1)) y: ((自機y) + (5))\n pen down\n pen up\n go to x: ((自機x) + (10)) y: ((自機y) + (5))\n pen down\n pen up\nend\n\ndefine 普通の地面描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <(item ((iii) + (5)) of [描画するステージ v]) = [1]> then\n set pen color to (#1a009c)\n set pen size to (6)\n set [iiii v] to ((item ((iii) + (1)) of [描画するステージ v]) + (item ((iii) + (4)) of [描画するステージ v]))\n repeat (((2) * (item ((iii) + (4)) of [描画するステージ v])) / (5))\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen up\n change [iiii v] by (-5)\n end\n set pen size to (10)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen up\n end\n change [iii v] by (6)\nend\n\nwhen flag clicked\nforever\n play sound [Ahxello - Frisbee.mp3 v] until done\nend\n\ndefine 上の地面描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <<(item ((iii) + (5)) of [描画するステージ v]) = [1]> and <(item ((iii) + (6)) of [描画するステージ v]) = [1]>> then\n set pen color to (#0083ff)\n set pen size to (18)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-36))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-36))\n pen up\n set pen color to (#7db9ff)\n set pen size to (18)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-20))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-20))\n pen up\n set pen color to (#ffffff)\n set pen size to (18)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-4))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-4))\n pen up\n end\n change [iii v] by (6)\nend\n\ndefine マグマ描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <(item ((iii) + (5)) of [描画するステージ v]) = [2]> then\n set pen color to (#ff0000)\n set pen size to (6)\n set [iiii v] to ((item ((iii) + (1)) of [描画するステージ v]) + (item ((iii) + (4)) of [描画するステージ v]))\n repeat (((2) * (item ((iii) + (4)) of [描画するステージ v])) / (5))\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((item ((iii) + (3)) of [描画するステージ v]) + (((5) * ([cos v] of (((2) * (iiii)) + ((100) * (timer))) )) + (-5))))\n pen up\n change [iiii v] by (-5)\n end\n end\n change [iii v] by (6)\nend\n\ndefine 水描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <(item ((iii) + (5)) of [描画するステージ v]) = [3]> then\n set pen color to (#0015ff)\n set pen (transparency v) to (75)\n set pen size to (5)\n set [iiii v] to ((item ((iii) + (1)) of [描画するステージ v]) + (item ((iii) + (4)) of [描画するステージ v]))\n repeat (((2) * (item ((iii) + (4)) of [描画するステージ v])) / (5))\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((item ((iii) + (3)) of [描画するステージ v]) + (((5) * ([sin v] of (((2) * (iiii)) + ((100) * (timer))) )) + (-5))))\n pen up\n change [iiii v] by (-5)\n end\n end\n change [iii v] by (6)\nend\n\nwhen flag clicked\nリスポ\nforever\n if <(自機x) < [-220]> then\n set [自機x v] to [-220]\n end\n if <[220] < (自機x)> then\n set [自機x v] to [220]\n set [済み v] to [1]\n end\nend\n\ndefine 動く\nif <<<<(mouse x) < (自機x)> and <mouse down?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n set [向き v] to [1]\nend\nif <<<<(自機x) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n set [向き v] to [2]\nend\nset [xv v] to ((Xv) * (0.9))\nchange [自機x v] by (Xv)\nif <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n 接触判定\n if <[接触判定用 v] contains [1]?> then\n change [自機x v] by ((-1) * (Xv))\n change [自機y v] by (-5)\n if <<<<[0] < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n if <[0] < (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n if <[0] < (Xv)> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n end\n end\n end\n end\n end\n end\nend\nchange [自機y v] by (-4)\n接触判定\nif <<[接触判定用 v] contains [1]?> and <<<<[0] < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>>> then\n set [yv v] to [15]\nend\nif <<[接触判定用 v] contains [3]?> and <<<<[0] < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>>> then\n set [yv v] to [8]\nend\nchange [自機y v] by (4)\nchange [yv v] by (-1)\nif <[接触判定用 v] contains [3]?> then\n change [自機y v] by ((Yv) * (0.8))\n if <(Yv) < [-6]> then\n set [yv v] to [-6]\n end\nelse\n change [自機y v] by (Yv)\nend\n接触判定\nif <[接触判定用 v] contains [1]?> then\n if <[接触判定用 v] contains [3]?> then\n change [自機y v] by ((-0.8) * (Yv))\n else\n change [自機y v] by ((-1) * (Yv))\n end\n set [yv v] to [0]\nend\nif <<((自機y) + (ステージy)) < [-2000]> or <[接触判定用 v] contains [2]?>> then\n リスポ\nend\n\ndefine 飾り追加xy (x) (y) 色 (色) 角度変換速度 (角度変換速度) 落下速度 (落下速度) 大きさ (大きさ) 太さ (太さ) 寿命 (寿命) モード (モード)\nadd (x) to [飾り v]\nadd (y) to [飾り v]\nadd (色) to [飾り v]\nadd (角度変換速度) to [飾り v]\nadd (落下速度) to [飾り v]\nadd (大きさ) to [飾り v]\nadd (太さ) to [飾り v]\nadd (寿命) to [飾り v]\nadd [0] to [飾り v]\nadd (モード) to [飾り v]\n\ndefine 飾り描画&消去\nset [iiiiii v] to [0]\nrepeat ((length of [飾り v]) / (10))\n replace item ((iiiiii) + (2)) of [飾り v] with ((item ((iiiiii) + (2)) of [飾り v]) - (item ((iiiiii) + (5)) of [飾り v]))\n replace item ((iiiiii) + (9)) of [飾り v] with ((item ((iiiiii) + (9)) of [飾り v]) + (item ((iiiiii) + (4)) of [飾り v]))\n replace item ((iiiiii) + (8)) of [飾り v] with ((item ((iiiiii) + (8)) of [飾り v]) + (-1))\n set pen color to (#ffffff)\n change pen (color v) by (item ((iiiiii) + (3)) of [飾り v])\n set pen size to (item ((iiiiii) + (7)) of [飾り v])\n if <(item ((iiiiii) + (10)) of [飾り v]) = [1]> then\n xy ((item ((iiiiii) + (1)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([cos v] of ((item ((iiiiii) + (9)) of [飾り v]) + (0)) ))) ((item ((iiiiii) + (2)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([sin v] of ((item ((iiiiii) + (9)) of [飾り v]) + (0)) )))\n pen down\n xy ((item ((iiiiii) + (1)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([cos v] of ((item ((iiiiii) + (9)) of [飾り v]) + (180)) ))) ((item ((iiiiii) + (2)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([sin v] of ((item ((iiiiii) + (9)) of [飾り v]) + (180)) )))\n pen up\n xy ((item ((iiiiii) + (1)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([cos v] of ((item ((iiiiii) + (9)) of [飾り v]) + (60)) ))) ((item ((iiiiii) + (2)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([sin v] of ((item ((iiiiii) + (9)) of [飾り v]) + (60)) )))\n pen down\n xy ((item ((iiiiii) + (1)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([cos v] of ((item ((iiiiii) + (9)) of [飾り v]) + (240)) ))) ((item ((iiiiii) + (2)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([sin v] of ((item ((iiiiii) + (9)) of [飾り v]) + (240)) )))\n pen up\n xy ((item ((iiiiii) + (1)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([cos v] of ((item ((iiiiii) + (9)) of [飾り v]) + (120)) ))) ((item ((iiiiii) + (2)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([sin v] of ((item ((iiiiii) + (9)) of [飾り v]) + (120)) )))\n pen down\n xy ((item ((iiiiii) + (1)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([cos v] of ((item ((iiiiii) + (9)) of [飾り v]) + (300)) ))) ((item ((iiiiii) + (2)) of [飾り v]) + ((item ((iiiiii) + (6)) of [飾り v]) * ([sin v] of ((item ((iiiiii) + (9)) of [飾り v]) + (300)) )))\n pen up\n else\n set pen size to ((5) * (item ((iiiiii) + (7)) of [飾り v]))\n xy (item ((iiiiii) + (1)) of [飾り v]) (item ((iiiiii) + (2)) of [飾り v])\n pen down\n pen up\n end\n if <(item ((iiiiii) + (8)) of [飾り v]) < [1]> then\n repeat (10)\n delete ((iiiiii) + (1)) of [飾り v]\n end\n else\n change [iiiiii v] by (10)\n end\nend\n\nwhen flag clicked\ndelete all of [飾り v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n 飾り追加xy ((ステージx) + (pick random (-300) to (300))) ((ステージy) + (200)) 色 (pick random (51.9) to (69.9)) 角度変換速度 (pick random (4) to (10)) 落下速度 [5] 大きさ (pick random (10.1) to (19.9)) 太さ [4] 寿命 [200] モード [2]\n else\n 飾り追加xy ((ステージx) + (pick random (-300) to (300))) ((ステージy) + (200)) 色 (pick random (51.9) to (69.9)) 角度変換速度 (pick random (-10) to (-4)) 落下速度 [5] 大きさ (pick random (10.1) to (19.9)) 太さ [4] 寿命 [200] モード [2]\n end\n wait (pick random (0.1) to (0.2)) seconds\nend\n\ndefine 雲xy (x) (y) 長さ (長さ) 速さ (速さ) 何回移動 (寿命) 2段目のx差 (差) 太さ (太さ)\nadd (x) to [雲 v]\nadd (y) to [雲 v]\nadd (長さ) to [雲 v]\nadd (速さ) to [雲 v]\nadd (寿命) to [雲 v]\nadd (太さ) to [雲 v]\nadd ((x) + (差)) to [雲 v]\nadd (((y) + (太さ)) - (3)) to [雲 v]\nadd (長さ) to [雲 v]\nadd (速さ) to [雲 v]\nadd (寿命) to [雲 v]\nadd (太さ) to [雲 v]\n\ndefine 雲描画&処理\nset [iiiiii v] to [0]\nrepeat ((length of [雲 v]) / (6))\n replace item ((iiiiii) + (1)) of [雲 v] with ((item ((iiiiii) + (1)) of [雲 v]) - (item ((iiiiii) + (4)) of [雲 v]))\n replace item ((iiiiii) + (5)) of [雲 v] with ((item ((iiiiii) + (5)) of [雲 v]) - (1))\n set pen color to (#ffffff)\n set pen size to (item ((iiiiii) + (6)) of [雲 v])\n go to x: ((item ((iiiiii) + (1)) of [雲 v]) + ((-1) * (item ((iiiiii) + (3)) of [雲 v]))) y: (item ((iiiiii) + (2)) of [雲 v])\n pen down\n go to x: ((item ((iiiiii) + (1)) of [雲 v]) + ((1) * (item ((iiiiii) + (3)) of [雲 v]))) y: (item ((iiiiii) + (2)) of [雲 v])\n pen up\n if <(item ((iiiiii) + (5)) of [雲 v]) < [1]> then\n repeat (6)\n delete ((iiiiii) + (1)) of [雲 v]\n end\n else\n change [iiiiii v] by (6)\n end\nend\n\nwhen flag clicked\ndelete all of [雲 v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n 雲xy [360] (pick random (90) to (130)) 長さ [50] 速さ [2] 何回移動 [800] 2段目のx差 (pick random (40) to (80)) 太さ [30]\n else\n 雲xy [360] (pick random (90) to (130)) 長さ [50] 速さ [2] 何回移動 [800] 2段目のx差 (pick random (-40) to (-80)) 太さ [30]\n end\n wait (pick random (5) to (7)) seconds\nend\n\ndefine 雲移動xy (x) (y)\nset [iiiiii v] to [0]\nrepeat ((length of [雲 v]) / (6))\n replace item ((iiiiii) + (1)) of [雲 v] with ((item ((iiiiii) + (1)) of [雲 v]) + (x))\n replace item ((iiiiii) + (2)) of [雲 v] with ((item ((iiiiii) + (2)) of [雲 v]) + (y))\n change [iiiiii v] by (6)\nend\n\nwhen I receive [you won v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [自機x v] to [0]\nset [自機y v] to [0]\nset [ステージx v] to [10000]\nset [ステージy v] to [500]\nforever\n set [前x v] to (ステージx)\n set [前y v] to (ステージy)\n change [ステージy v] by (round ((1) * (((自機y) + (Yv)) / (12))))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (12))))\n 雲移動xy (((ステージx) - (前x)) / (-2)) (((ステージy) - (前y)) / (-1.5))\nend\n\ndefine yのみ補正 xy (x) (y)\ngo to x: (x) y: (((-1) * (ステージy)) + (y))\n\nset [ステージx v] to [4900]\nset [ステージy v] to [800]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
WASDkey ,arrow key\nWASDキーか矢印キー\n\n100%PEN
Troll Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [OMFG - Hello v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-163) y: (-89)\nswitch costume to (costume1 v)\nshow\nhide variable [y v]\nhide variable [x v]\nhide variable [h v]\nset [skips v] to [0]\nset [h v] to [0]\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 <key (a v) pressed?>> then\n change [x v] by (-.7)\n switch costume to (costume2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.7)\n switch costume to (costume1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite2 v)?> then\n change y by (.2)\n end\n if <touching (sprite2 v)?> then\n change y by (.2)\n end\n if <touching (sprite2 v)?> then\n change y by (.2)\n end\n if <touching (sprite2 v)?> then\n change y by (.2)\n end\n if <touching (sprite2 v)?> then\n change y by (-2)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10.897]\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (sprite2 v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (sprite2 v)?>> then\n set [y v] to [10.897]\n end\n change y by (1)\n if <touching (sprite4 v)?> then\n change [deaths v] by (1)\n go to x: (-218) y: (-150)\n end\n if <touching (sprite3 v)?> then\n go to x: (-218) y: (-150)\n broadcast (wooh v)\n wait (1) seconds\n end\n if <(y position) = [-205]> then\n go to x: (-218) y: (-150)\n end\nend\n\nwhen I receive [1 v]\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n go to x: (-218) y: (-150)\n broadcast (wooh v)\n wait (1) seconds\nend\n\nwhen [space v] key pressed\ngo to x: (-218) y: (-150)\n\nwhen I receive [-.0 v]\n\nwhen flag clicked\n\nwhen I receive [.00 v]\nforever\n if <key (n v) pressed?> then\n start sound [recording1 v]\n end\nend\n\nif <(skips) = [5]> then\n\nwhen I receive [wooh v]\ngo to x: (-218) y: (-150)\n\n@b72a9ef0d7701c10c9ac1652e7877bd9\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (254) y: (175)\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (40)\nglide (pick random (0.5) to (3)) secs to x: (pick random (-100) to (100)) y: (pick random (-100) to (100))\nif <touching (_edge_ v)?> then\n delete this clone\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (256) y: (183)\n glide (1) secs to x: (256) y: (-126)\nend\n\nwhen [s v] key pressed\nchange [ghost v] effect by (60)\n\nwhen [r v] key pressed\nchange [ghost v] effect by (-60)\n\n@Sprite2\n\nwhen I receive [wooh v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (-0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (-1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (.0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (2.0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (.0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (-.0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (.00 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (0000000 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (d v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nif <touching (sprite1 v)?> then\n broadcast (wooh v)\nend\n\nwhen I receive [2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [wooh v]\nswitch costume to (costume1 v)\n\nwhen I receive [0 v]\nswitch costume to (costume1 v)\n\nwhen I receive [.0 v]\nswitch costume to (costume1 v)\n\nwhen I receive [2.0 v]\nswitch costume to (costume3 v)\n\nwhen I receive [d v]\nhide\n\n@Sprite4\n\nwhen I receive [wooh v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [-0 v]\nshow\n\nwhen I receive [-1 v]\nhide\n\n@b72a9ef0d7701c10c9ac1652e7877bd2\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (0)\nchange [ghost v] effect by (10)\ngo to x: (0) y: (0)\nforever\n go to x: (pick random (-100) to (100)) y: (pick random (-100) to (100))\nend\n\nwhen I receive [.00 v]\nshow\n\nwhen I receive [wooh v]\nhide\n\nwhen I receive [0000000 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-199) y: (147)\nshow\nset [skips v] to [0]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (wooh v)\n change [skips v] by (1)\n wait (10) seconds\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(skips) = [3]> then\n stop [other scripts in sprite v]\n end\nend\n\nshow variable [skips v]\n\nwhen I receive [d v]\nhide\n\n
--------CONTROLS----------\nW,A,and D\nArrow key.s Press s to turn off the faces and r to turn it back on. Press space to reset\n\nIf u can finish this platformer without getting frustrated\nyou have a IQ of 99999999999999999999 \n\nAlso an heads up, the first few levels aren't going to troll you much and there are bugs I can't fix.And all levels are possible. I did them.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #games #troll #platformer
Cave - Part 3 (A Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [10]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [15]> then\n switch backdrop to (backdrop1 v)\n end\n if <(level) = [23]> then\n switch backdrop to (backdrop3 v)\n wait until <(level) = [24]>\n switch backdrop to (backdrop4 v)\n end\nend\n\n@player\n\nwhen I receive [go v]\nswitch costume to (1 v)\nset [level v] to [0]\nshow\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nbroadcast (spawn v)\nforever\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) * (0.9))\n change x by (xv)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-5)\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 [11]\n if <([abs v] of (xv) ) = (xv)> 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 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)?> or <touching (moving platform v)?>> then\n change y by ((yv) - ((yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\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 [16]\n end\n end\n change y by (1)\n Slope Detection\n if <(y position) < [-166]> then\n go to x: (-217) y: (-20)\n end\n if <touching (portal v)?> then\n go to (portal v)\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 set size to (55) %\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nhide\nset size to (55) %\n\nwhen I receive [spawn v]\nchange [level v] by (1)\nset [yv v] to [0]\nset [xv v] to [0]\nif <(level) = [19]> then\n go to x: (-217) y: (50)\nelse\n go to x: (-217) y: (-40)\nend\nwait until <(x position) > [222]>\nbroadcast (spawn v)\n\nwhen flag clicked\nforever\n if <<touching (obstacles v)?> or <<touching (saw v)?> or <<touching (lava v)?> or <touching (saw2 v)?>>>> then\n go to x: (-217) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [yv v] to [24]\n end\n if <touching (darktramp v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [crouch v]\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < (y position)> and <mouse down?>>> then\n if <<(level) = [18]> or <(level) = [19]>> then\n if <(level) = [18]> then\n switch costume to (4 v)\n broadcast (crouch light v)\n else\n switch costume to (6 v)\n broadcast (crouch light v)\n end\n else\n switch costume to (2 v)\n broadcast (crouch light v)\n end\n else\n if <<(level) = [18]> or <(level) = [19]>> then\n if <(level) = [18]> then\n switch costume to (3 v)\n broadcast (no crouch light v)\n else\n switch costume to (5 v)\n broadcast (no crouch light v)\n end\n else\n switch costume to (1 v)\n broadcast (no crouch light v)\n end\n end\nend\n\ndefine Slope Detection\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [slope v] to [0]\nend\nrepeat until <<(slope) = [8]> or <not <<touching (level v)?> or <touching (moving platform v)?>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((slope) / (-1))\nend\n\nwhen I receive [rocks v]\nif <touching (falling rocks v)?> then\n if <(level) = [19]> then\n go to x: (-217) y: (50)\n else\n go to x: (-217) y: (-40)\n end\nend\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <(level) = [7]> then\n broadcast (crouch v)\n end\n if <(level) = [17]> then\n repeat until <(level) = [24]>\n set x to (pick random (-2) to (2))\n set y to (pick random (-2) to (2))\n create clone of (_myself_ v)\n end\n end\n if <(level) = [24]> then\n set x to (0)\n set y to (0)\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@thumbnail\n\nwhen flag clicked\nset [level v] to [0]\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (7)\n change [ghost v] effect by (25)\n wait (0.2) seconds\nend\nhide\nset [ghost v] effect to (0)\nbroadcast (start screen v)\nforever\n go to [front v] layer\n go to x: (36) y: (28)\n set [ghost v] effect to (100)\n show\nend\n\nwhen flag clicked\nrepeat until <(level) = [1]>\n play sound [intro v] until done\nend\n\nwhen I receive [go v]\nstop all sounds\nbroadcast (main song v)\n\nwhen I receive [main song v]\nforever\n play sound [Elek Tronomia - Elektronomia - Sky High v] until done\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [go v]\nshow\ngo to [back v] layer\nforever\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\n@obstacles\n\nwhen flag clicked\nhide\ngo to x: (40) y: (-88)\n\nwhen I receive [go v]\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n go to x: (40) y: (-88)\n repeat until <(level) = [7]>\n glide (0.5) secs to x: (50) y: (-88)\n glide (0.5) secs to x: (40) y: (-88)\n end\n end\n if <(level) = [8]> then\n go to x: (40) y: (-88)\n repeat until <(level) = [9]>\n glide (0.5) secs to x: (40) y: (-98)\n glide (0.5) secs to x: (40) y: (-88)\n end\n end\nend\n\n@saw\n\nwhen flag clicked\nset size to (60) %\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\nforever\n turn right (9) degrees\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n go to x: (-23) y: (103)\n create clone of (_myself_ v)\n wait until <(level) = [6]>\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (161) y: (20)\n broadcast (MOVE v)\n wait (2) seconds\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (-97) y: (-87)\n end\n if <(level) = [10]> then\n switch costume to (costume2 v)\n go to x: (-192) y: (28)\n end\n if <(level) = [11]> then\n switch costume to (costume2 v)\n show\n go to x: (246) y: (47)\n wait until <(level) = [12]>\n hide\n end\n if <(level) = [13]> then\n switch costume to (costume2 v)\n show\n set size to (80) %\n go to x: (-175) y: (89)\n end\n if <(level) = [14]> then\n switch costume to (costume2 v)\n show\n set size to (60) %\n go to x: (61) y: (86)\n wait until <(level) = [15]>\n switch costume to (costume1 v)\n go to x: (-114) y: (-85)\n wait until <(level) = [16]>\n hide\n end\n if <(level) = [23]> then\n switch costume to (costume1 v)\n show\n set size to (60) %\n go to x: (-113) y: (40)\n wait until <(level) = [24]>\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (169) y: (-80)\nrepeat until <(level) = [6]>\n turn right (9) degrees\nend\ndelete this clone\n\nwhen I receive [move v]\nrepeat until <(level) = [8]>\n glide (1) secs to x: (-150) y: (20)\n glide (1) secs to x: (161) y: (20)\nend\nstop [this script v]\n\n@trampoline\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nforever\n if <(level) = [4]> then\n show\n go to x: (-151) y: (-57)\n wait until <(level) = [5]>\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (-28) y: (-53)\n wait until <(level) = [16]>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (5)\n wait (0.007) seconds\n next costume\n end\n end\nend\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\ngo to x: (0) y: (0)\nshow\nglide (0.3) secs to x: (0) y: (110)\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\nwhen I receive [go v]\nhide\n\n@play button\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\ngo to [front v] layer\ngo to x: (0) y: (-5)\nshow\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\nwhen this sprite clicked\nbroadcast (go v)\n\nwhen I receive [go v]\nhide\n\n@start screen thing\n\nwhen I receive [start screen v]\nshow\n\nwhen I receive [go v]\nhide\n\nwhen flag clicked\nhide\n\n@light\n\nwhen I receive [go v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nforever\n go to (player v)\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [crouch light v]\nset size to (50) %\n\nwhen I receive [no crouch light v]\nset size to (100) %\n\n@wordies\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\n@saw2\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\nforever\n turn right (9) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n go to x: (-106) y: (-83)\n wait until <(level) = [6]>\n hide\n end\nend\n\n@moving platform\n\nwhen flag clicked\nhide\ngo to x: (60) y: (-70)\nforever\n if <(level) = [6]> then\n show\n create clone of (_myself_ v)\n repeat until <(level) = [7]>\n glide (1) secs to x: (-20) y: (-70)\n glide (1) secs to x: (60) y: (-70)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (208) y: (-70)\nforever\n if <(level) = [6]> then\n repeat until <(level) = [7]>\n glide (1) secs to x: (208) y: (10)\n glide (1) secs to x: (208) y: (-70)\n end\n end\nend\n\nwhen I receive [crouch v]\nforever\n hide\n stop [this script v]\nend\n\n@skip\n\nwhen this sprite clicked\nbroadcast (spawn v)\n\nwhen flag clicked\nhide\npoint in direction (90)\nset size to (100) %\ngo to x: (-198) y: (-159)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\n\nwhen I receive [go v]\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@particle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(level) = [24]> then\n hide\n delete this clone\nend\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\ngo to x: (-260) y: (pick random (-150) to (180))\nset [ghost v] effect to (pick random (50) to (95))\nset size to (pick random (50) to (100)) %\nrepeat (100)\n change x by (5)\nend\n\nwhen I start as a clone\nif <(level) = [24]> then\n hide\n delete this clone\nend\nif <(size) > [100]> then\n wait (1) seconds\nelse\n wait (1.5) seconds\nend\nrepeat (500)\n change [ghost v] effect by (0.5)\nend\ndelete this clone\n\nwhen I receive [go v]\nshow\ngo to x: (-255) y: (125)\nset [ghost v] effect to (100)\nrepeat until <(level) = [24]>\n create clone of (_myself_ v)\n wait (0.07) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\ndelete this clone\n\n@darktramp\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nforever\n if <(level) = [12]> then\n show\n go to x: (106) y: (-55)\n if <touching (player v)?> then\n repeat (5)\n wait (0.007) seconds\n next costume\n end\n end\n end\n if <(level) = [13]> then\n hide\n end\nend\n\n@fake wall\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (3) y: (176)\nhide\nforever\n if <(level) = [16]> then\n show\n wait until <(level) = [17]>\n hide\n end\nend\n\n@Falling Rocks\n\nwhen flag clicked\nset [level v] to [0]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n if <(level) = [17]> then\n show\n create clone of (_myself_ v)\n repeat until <(level) = [24]>\n wait (pick random (1) to (1.5)) seconds\n create clone of (_myself_ v)\n end\n if <(level) = [24]> then\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(level) = [24]> then\n hide\n delete this clone\nend\nif <<(level) = [21]> or <<(level) = [22]> or <(level) = [23]>>> then\n set y to (160)\n set x to (pick random (158) to (-85))\nelse\n set x to (200)\n set y to (pick random (158) to (-85))\nend\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\npoint in direction (90)\nhide\nwait (0.3) seconds\nshow\nwait (0.3) seconds\nswitch costume to (pick random (1) to (3))\nforever\n if <(level) = [24]> then\n hide\n delete this clone\n end\n if <not <(costume [number v]) = [4]>> then\n broadcast (rocks v)\n end\n turn right (pick random (2) to (10)) degrees\n if <<(level) = [21]> or <<(level) = [22]> or <(level) = [23]>>> then\n change y by (-15)\n if <(y position) < [-120]> then\n delete this clone\n end\n else\n change x by (-15)\n if <(x position) < [-225]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [spawn v]\ndelete this clone\n\n@clouds\n\nwhen backdrop switches to [backdrop4 v]\nhide\ncreate clone of (_myself_ v)\nforever\n wait (5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset x to (271)\nset y to (107)\nset size to (100) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (10))\nforever\n change x by (-3)\n if <(x position) < [-171]> then\n delete this clone\n end\nend\n\n
SPAM the green flag for less lag and a better experience :)\nMovement - Arrow keys, WASD, or mobile\n- Yellow trampoline is bouncy (duh)\n- Avoid saws, spikes, lava, and rocks\nAll 23 levels are possible!! I completed the game on mobile and on computer. Mobile is MUCH harder, but still possible. PLEASE DON'T SPAM THE SKIP BUTTON, because then the saws get messed up.\nPart 1: https://scratch.mit.edu/projects/408980873/\nPart 2: https://scratch.mit.edu/projects/409168331/\nPlease leave a love and favorite, (and maybe even a follow)!\nPart 4 coming soon!\nFor no lag go here: https://turbowarp.org/#413466230\n
100% Text - A Platformer (mobile) #art #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Sully - Zars v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [mode3 v] to [0]\nwait (0) seconds\nset [costume v] to [1]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [level v] to [1]\nReset\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n switch costume to (costume)\n if <(Mode1) = [closed]> then\n switch costume to (costume)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n set [moving v] to [0]\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n if <not <(Var) = [1]>> then\n set [moving v] to [1]\n set [var v] to [1]\n end\n end\n change y by (-1)\n if <<touching (sprite2 v)?> or <touching (platform1 v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [var v] to [0]\n set [yv v] to [12]\n end\n end\n if <touching (platform1 v)?> then\n change x by (plat x)\n end\n change y by (1)\n if <touching (trampoline v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [23]\n change y by (Yv)\n else\n set [yv v] to [20]\n change y by (Yv)\n end\n end\n if <(x position) > [240]> then\n broadcast (message1 v)\n Reset\n change [level v] by (1)\n end\n if <(y position) < [-177]> then\n Reset\n end\n if <key (r v) pressed?> then\n Reset\n end\n if <touching (saw v)?> then\n set [mode3 v] to [1]\n start sound [Death v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [mode3 v] to [0]\n Reset\n end\n if <key (n v) pressed?> then\n if <not <(Level) = [12]>> then\n broadcast (message1 v)\n Reset\n set [px v] to (x position)\n set [py v] to (y position)\n change [level v] by (1)\n change [time v] by (30)\n end\n wait (0.2) seconds\n end\n set [px v] to (x position)\n set [py v] to (y position)\n end\n if <touching (button v)?> then\n wait (0) seconds\n go to (cannon v)\n change x by (20)\n set [xv v] to [30]\n end\nend\n\ndefine Reset\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (-200) y: (-100)\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (eyes v)\nforever\n go to x: (PX) y: (PY)\n change x by ((Xv) * (1.05))\nend\n\nwhen I receive [message1 v]\nReset\nset [px v] to (x position)\nset [py v] to (y position)\n\nwhen I receive [reset v]\nReset\nset [px v] to (x position)\nset [py v] to (y position)\n\n@Sprite2\n\nwhen flag clicked\nrepeat (2)\n switch costume to (1 v)\nend\n\nwhen I receive [message1 v]\nnext costume\n\n@Parralax\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (0)\n set [brightness v] effect to ((costume [number v]) * (1))\n go to x: ((PX) / ((costume [number v]) * (10))) y: ((PY) / ((costume [number v]) * (10)))\nend\n\n@Saw\n\nwhen flag clicked\nset [level v] to [0]\nwait (0) seconds\nhide\nwait until <(Level) = [2]>\nSaw at [100] [-150]\nSaw at [-100] [-150]\nwait until <(Level) = [3]>\nSaw at [-80] [-175]\nSaw at [80] [-175]\nSaw at [0] [-175]\nSaw at [160] [-175]\nSaw at [240] [-175]\nwait until <(Level) = [4]>\nSaw at [-80] [-175]\nSaw at [0] [-175]\nSaw at [0] [-65]\nSaw at [160] [-55]\nSaw at [140] [10]\nSaw at [100] [75]\nwait until <(Level) = [5]>\nSaw at [197] [50]\nSaw at [-85] [-50]\nwait until <(Level) = [6]>\nSaw at [-85] [-50]\nSaw at [80] [-20]\nSaw at [90] [60]\nSaw at [-85] [50]\nwait until <(Level) = [8]>\nSaw at [-100] [-150]\nSaw at [-100] [20]\nwait until <(Level) = [9]>\nSaw at [-80] [-150]\nSaw at [-160] [-10]\nSaw at [-80] [20]\nSaw at [0] [-10]\nSaw at [80] [-150]\nSaw at [160] [-10]\nSaw at [80] [20]\nwait until <(Level) = [10]>\nSaw at [-80] [-175]\nSaw at [80] [-175]\nSaw at [0] [-175]\nSaw at [160] [-175]\nSaw at [240] [-175]\nwait until <(Level) = [11]>\nSaw at [-145] [65]\nSaw at [-70] [35]\nSaw at [-10] [-20]\nSaw at [70] [135]\nSaw at [140] [80]\nwait until <(Level) = [12]>\nSaw at [0] [-150]\n\ndefine Saw at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [backward v] (3) layers\nforever\n if <(Mode1) = [closed]> then\n point in direction (((([sin v] of ((timer) * (300)) ) * (50)) + (0)) * (1))\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n if <(Mode1) = [closed]> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (pick random (10) to (50))\nset x to (0)\nset y to (pick random (50) to (150))\nif <(pick random (1) to (2)) = [1]> then\n repeat (40)\n set size to (200) %\n change x by (10)\n set size to (100) %\n end\n show\n set [cloud vel. v] to (pick random (-7) to (-13))\n repeat (100)\n if <(Mode1) = [closed]> then\n set size to (200) %\n change x by (cloud vel.)\n set size to (100) %\n end\n end\n delete this clone\nelse\n repeat (40)\n set size to (200) %\n change x by (-10)\n set size to (100) %\n end\n show\n set [cloud vel. v] to (pick random (7) to (13))\n repeat (100)\n if <(Mode1) = [closed]> then\n set size to (200) %\n change x by (cloud vel.)\n set size to (100) %\n end\n end\n delete this clone\nend\n\n@Grass\n\ndefine grass from x (1 x) to x (2 x) y (y)\ngo to x: (1 x) y: (y)\nif <(2 x) > (x position)> then\n repeat until <<(x position) > (2 x)> or <(x position) = (2 x)>>\n create clone of (_myself_ v)\n change x by (10)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (10) to (30))\nset [color v] effect to (pick random (-5) to (5))\nswitch costume to (pick random (1) to (3))\nset size to (100) %\nchange size by (pick random (-20) to (20))\nif <(pick random (1) to (2)) = [2]> then\n change x by (pick random (-2) to (2))\nend\nshow\npoint in direction (90)\nforever\n if <(Mode1) = [closed]> then\n if <touching (player v)?> then\n turn right (((Xv) - (0)) / (1)) degrees\n if <not <(round (Xv)) = [0]>> then\n if <(pick random (1) to (10)) = [1]> then\n play sound [pop v] until done\n end\n end\n end\n turn right ((((direction) * (-1)) + (90)) / (10)) degrees\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I receive [message1 v]\nif <(Level) = [2]> then\n grass from x [-240] to x [240] y [-150]\nend\nif <(Level) = [3]> then\n grass from x [-240] to x [-125] y [-150]\n grass from x [-45] to x [45] y [-65]\nend\nif <(Level) = [4]> then\n grass from x [-240] to x [-125] y [-150]\n grass from x [-150] to x [-60] y [-65]\n grass from x [60] to x [240] y [-150]\nend\nif <(Level) = [5]> then\n grass from x [-240] to x [210] y [-150]\n grass from x [-240] to x [-150] y [-23]\n grass from x [-30] to x [60] y [-23]\n grass from x [-135] to x [210] y [110]\nend\nif <(Level) = [6]> then\n grass from x [-240] to x [40] y [-150]\n grass from x [125] to x [240] y [-150]\n grass from x [40] to x [125] y [-65]\n grass from x [-130] to x [-40] y [-20]\n grass from x [40] to x [125] y [55]\n grass from x [-130] to x [-40] y [115]\nend\nif <(Level) = [7]> then\n grass from x [-240] to x [-150] y [-150]\n grass from x [-240] to x [-225] y [-65]\n grass from x [-150] to x [-50] y [-25]\n grass from x [-60] to x [90] y [-150]\n grass from x [30] to x [175] y [-25]\n grass from x [180] to x [240] y [-150]\nend\nif <(Level) = [8]> then\n grass from x [-240] to x [240] y [-150]\n grass from x [-38] to x [7] y [-30]\n grass from x [110] to x [200] y [10]\nend\nif <(Level) = [9]> then\n grass from x [-240] to x [240] y [-150]\nend\nif <(Level) = [10]> then\n grass from x [-240] to x [-130] y [-150]\nend\nif <(Level) = [11]> then\n grass from x [-240] to x [-130] y [-150]\nend\nif <(Level) = [12]> then\n grass from x [-240] to x [240] y [-150]\n grass from x [-135] to x [-95] y [-30]\n grass from x [215] to x [240] y [170]\nend\n\nwhen flag clicked\n\nwait (0) seconds\nhide\ngrass from x [-240] to x [240] y [-150]\nwait until <(Level) = [2]>\ngrass from x [-240] to x [240] y [-150]\nwait until <(Level) = [3]>\ngrass from x [-240] to x [-125] y [-150]\ngrass from x [-45] to x [45] y [-65]\nwait until <(Level) = [4]>\ngrass from x [-240] to x [-125] y [-150]\ngrass from x [-150] to x [-60] y [-65]\ngrass from x [60] to x [240] y [-150]\nwait until <(Level) = [5]>\ngrass from x [-240] to x [210] y [-150]\ngrass from x [-240] to x [-150] y [-23]\ngrass from x [-30] to x [60] y [-23]\ngrass from x [-135] to x [210] y [110]\nwait until <(Level) = [6]>\ngrass from x [-240] to x [40] y [-150]\ngrass from x [125] to x [240] y [-150]\ngrass from x [40] to x [125] y [-65]\ngrass from x [-130] to x [-40] y [-20]\ngrass from x [40] to x [125] y [55]\ngrass from x [-130] to x [-40] y [115]\nwait until <(Level) = [7]>\ngrass from x [-240] to x [-150] y [-150]\ngrass from x [-240] to x [-225] y [-65]\ngrass from x [-150] to x [-50] y [-25]\ngrass from x [-60] to x [90] y [-150]\ngrass from x [30] to x [175] y [-25]\ngrass from x [180] to x [240] y [-150]\nwait until <(Level) = [8]>\ngrass from x [-240] to x [240] y [-150]\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen flag clicked\nwait (0) seconds\nhide\ngrass from x [-240] to x [240] y [-150]\n\n@Dust\n\nwhen flag clicked\nhide\nforever\n if <(Moving) = [1]> then\n set [player position v] to (join (round (([x position v] of [player v]) + (300))) (round (([y position v] of [player v]) + (300))))\n start sound [pop v]\n repeat (5)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\nset [ghost v] effect to (pick random (10) to (30))\nset size to (pick random (30) to (100)) %\nset [color v] effect to (pick random (-5) to (5))\npoint in direction (pick random (0) to (360))\ngo to x: ((join (letter (1) of (Player Position)) (join (letter (2) of (Player Position)) (letter (3) of (Player Position)))) - (300)) y: ((join (letter (4) of (Player Position)) (join (letter (5) of (Player Position)) (letter (6) of (Player Position)))) - (300))\nchange x by (pick random (-20) to (20))\nchange y by (pick random (-20) to (-25))\nshow\nrepeat (20)\n if <(Mode1) = [closed]> then\n change [ghost v] effect by ((size) * (0.02))\n change size by ((size) * (0.05))\n change x by ((direction) / (50))\n change y by (2)\n end\nend\ndelete this clone\n\nwhen I receive [message1 v]\ndelete this clone\n\n@Text\n\nwhen flag clicked\nrepeat (2)\n switch costume to (1 v)\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n set [mousex v] to (mouse x)\n set [mousey v] to (mouse y)\nend\n\n@Shop\n\nwhen flag clicked\nwait (0.01) seconds\nset [coins v] to [0]\nset [mode1 v] to [closed]\nset [mode2 v] to []\nset [mode3 v] to []\ndelete all of [owned v]\nadd [1] to [owned v]\nswitch costume to (cos.1 v)\ngo to x: (-120) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (120) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (120) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (200) y: (140)\nswitch costume to (cart v)\nset size to (50) %\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [i v] to [0]\n repeat until <not <touching (mouse-pointer v)?>>\n set size to ((50) + ((([sin v] of ((timer) * (300)) ) * (3)) / ((i) + (0.5)))) %\n change [i v] by (0.01)\n end\n else\n set [i v] to [0]\n set size to (((size) + (150)) / (4)) %\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Mode1) = [closed]> then\n set [mode1 v] to [open]\n else\n if <(Mode1) = [open]> then\n set [mode1 v] to [closed]\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset size to (100) %\nif <<(x position) = [-120]> and <(y position) = [0]>> then\n go to [front v] layer\n switch costume to (cos.1 v)\n forever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-25)\n if <[owned v] contains [1]?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n else\n change [ghost v] effect by (25)\n end\n if <(Mode1) = [open]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n set [costume v] to [1]\n if <not <[owned v] contains [1]?>> then\n add [1] to [owned v]\n end\n end\n end\n end\nend\nif <<(x position) = [0]> and <(y position) = [0]>> then\n go to [front v] layer\n switch costume to (cos.2 v)\n forever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-25)\n if <[owned v] contains [2]?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n else\n change [ghost v] effect by (25)\n end\n if <(Mode1) = [open]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <[owned v] contains [2]?> then\n set [costume v] to [2]\n else\n if <<(coins) > [4]> and <not <[owned v] contains [2]?>>> then\n add [2] to [owned v]\n change [coins v] by (-5)\n set [costume v] to [2]\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\nif <<(x position) = [120]> and <(y position) = [0]>> then\n go to [front v] layer\n switch costume to (cos.3 v)\n forever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-25)\n if <[owned v] contains [3]?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n else\n change [ghost v] effect by (25)\n end\n if <(Mode1) = [open]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <[owned v] contains [3]?> then\n set [costume v] to [3]\n else\n if <<(coins) > [9]> and <not <[owned v] contains [3]?>>> then\n add [3] to [owned v]\n change [coins v] by (-10)\n set [costume v] to [3]\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\nif <<(x position) = [-120]> and <(y position) = [-100]>> then\n go to [front v] layer\n switch costume to (cos.4 v)\n forever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-25)\n if <[owned v] contains [4]?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n else\n change [ghost v] effect by (25)\n end\n if <(Mode1) = [open]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <[owned v] contains [4]?> then\n set [costume v] to [4]\n else\n if <<(coins) > [14]> and <not <[owned v] contains [4]?>>> then\n add [4] to [owned v]\n change [coins v] by (-15)\n set [costume v] to [4]\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\nif <<(x position) = [0]> and <(y position) = [-100]>> then\n go to [front v] layer\n switch costume to (cos.5 v)\n forever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-25)\n if <[owned v] contains [5]?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n else\n change [ghost v] effect by (25)\n end\n if <(Mode1) = [open]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <[owned v] contains [5]?> then\n set [costume v] to [5]\n else\n if <<(coins) > [19]> and <not <[owned v] contains [5]?>>> then\n add [5] to [owned v]\n change [coins v] by (-20)\n set [costume v] to [5]\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\nif <<(x position) = [120]> and <(y position) = [-100]>> then\n go to [front v] layer\n switch costume to (cos.6 v)\n forever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-25)\n if <[owned v] contains [6]?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n else\n change [ghost v] effect by (25)\n end\n if <(Mode1) = [open]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <[owned v] contains [6]?> then\n set [costume v] to [6]\n else\n if <<(coins) > [24]> and <not <[owned v] contains [6]?>>> then\n add [6] to [owned v]\n change [coins v] by (-25)\n set [costume v] to [6]\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\n@Coins\n\ndefine Coin at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nforever\n switch costume to (1 v)\n repeat (11)\n if <(Mode1) = [closed]> then\n next costume\n if <touching (player v)?> then\n switch costume to (+1 v)\n change [coins v] by (1)\n start sound [Collect v]\n repeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n wait (0) seconds\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nCoin at [0] [-50]\nwait until <(Level) = [2]>\nCoin at [0] [-120]\nwait until <(Level) = [3]>\nCoin at [-140] [-120]\nCoin at [-115] [-75]\nCoin at [-85] [-35]\nwait until <(Level) = [4]>\nCoin at [90] [-105]\nCoin at [70] [-40]\nCoin at [30] [25]\nwait until <(Level) = [5]>\nCoin at [-90] [20]\nCoin at [0] [-105]\nwait until <(Level) = [6]>\nCoin at [20] [50]\nCoin at [-20] [-20]\nCoin at [20] [-70]\nCoin at [-60] [135]\nCoin at [-110] [135]\nwait until <(Level) = [7]>\nCoin at [-45] [-120]\nCoin at [-45] [-85]\nCoin at [0] [-120]\nCoin at [0] [-85]\nCoin at [45] [-120]\nCoin at [45] [-85]\nwait until <(Level) = [8]>\nCoin at [90] [-120]\nCoin at [90] [-82]\nCoin at [90] [-45]\nCoin at [90] [-5]\nwait until <(Level) = [9]>\nCoin at [-80] [-65]\nCoin at [80] [-65]\nwait until <(Level) = [10]>\nCoin at [-20] [-65]\nCoin at [20] [-65]\nCoin at [-60] [-65]\nCoin at [60] [-65]\nwait until <(Level) = [11]>\nCoin at [10] [80]\n\nwhen I receive [message1 v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Coins2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (100)\nforever\n switch costume to ((coins) + (1))\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-10)\n else\n change [ghost v] effect by (10)\n end\nend\n\n@Skip - Reset\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nswitch costume to (reset v)\ngo to x: (120) y: (100)\ncreate clone of (_myself_ v)\nswitch costume to (skip v)\ngo to x: (-120) y: (100)\nshow\nforever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-10)\n else\n change [ghost v] effect by (10)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(Level) = [12]>> then\n if <(Mode1) = [open]> then\n broadcast (message1 v)\n change [level v] by (1)\n change [time v] by (30)\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nforever\n if <(Mode1) = [open]> then\n change [ghost v] effect by (-10)\n else\n change [ghost v] effect by (10)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mode1) = [open]> then\n broadcast (Reset v)\n wait until <not <mouse down?>>\n end\n end\nend\n\n@Shop Fade\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to x: (0) y: (0)\n if <(Mode1) = [open]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Death Particles\n\nwhen flag clicked\nhide\nforever\n if <(Mode3) = [1]> then\n Create [18]\n wait (0.6) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nset [color v] effect to (pick random (-10) to (10))\ngo to (player v)\nset [1 v] to (pick random (-10) to (10))\nset [2 v] to (pick random (10) to (0))\nrepeat (20)\n set [1 v] to ((1) * (0.9))\n change [2 v] by (-0.7)\n change x by (1)\n change y by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Create (num)\nrepeat (num)\n create clone of (_myself_ v)\nend\n\n@Button\n\nwhen flag clicked\nrepeat (2)\n set [mode2 v] to [0]\n go to x: (0) y: (0)\n show\nend\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n if <(([y position v] of [player v]) + (18)) < ((y position) - (18))> then\n start sound [Finger Snap v]\n set [mode2 v] to [1]\n change y by (0)\n wait (0.1) seconds\n change y by (0)\n set [mode2 v] to [0]\n end\n end\nend\n\n@Popup Effect\n\nwhen flag clicked\nhide\nforever\n if <(Mode2) = [1]> then\n Create [18]\n wait (0.6) seconds\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (3))\nshow\ngo to [back v] layer\nchange x by (pick random (-2) to (2))\nset [color v] effect to (pick random (0) to (0))\ngo to (player v)\nchange y by (pick random (-10) to (10))\nset [1 v] to (pick random (0) to (10))\nset [2 v] to (pick random (10) to (0))\nrepeat (20)\n set [1 v] to ((1) * (0.9))\n change [2 v] by (-0.7)\n change x by (1)\n change y by (2)\n change [ghost v] effect by (5)\n turn right (1) degrees\nend\ndelete this clone\n\ndefine Create (num)\nrepeat (num)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ndelete this clone\n\n@End Card\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (2)\n hide\n set [continue? v] to []\n set [amount v] to [5]\nend\nwait until <(Level) = [12]>\nrepeat (2)\n if <(Time) < (☁ world record)> then\n set [☁ world record v] to (Time)\n end\nend\nset [end title v] to [1]\nshow\ngo to [front v] layer\nstart sound [Boom Cloud v]\nrepeat (20)\n change [ghost v] effect by (-5)\n go to x: ((pick random (-2) to (2)) * (Amount)) y: ((pick random (-2) to (2)) * (Amount))\n change [amount v] by (-0.5)\nend\ngo to x: (0) y: (0)\nwait (1) seconds\ncreate clone of (_myself_ v)\nforever\n if <(Continue?) = [yes]> then\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\ngo to x: (-150) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <not <(Continue?) = []>>\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(mouse y) < [-145]>> then\n if <(mouse x) > [-150]> then\n set [end title v] to [0]\n set [continue? v] to [yes]\n else\n set [continue? v] to [no]\n end\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Time\n\nwhen flag clicked\nrepeat (2)\n hide\n set [time v] to [0]\n set [end title v] to []\nend\ngo to x: (-50) y: (-63)\ncreate clone of (_myself_ v)\ngo to x: (-25) y: (-63)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-63)\ncreate clone of (_myself_ v)\ngo to x: (25) y: (-63)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-63)\ncreate clone of (_myself_ v)\nforever\n if <(End title) = []> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (Time)) = [1]> then\n set [fixed time v] to (join [0000] (Time))\n end\n if <(length of (Time)) = [2]> then\n set [fixed time v] to (join [000] (Time))\n end\n if <(length of (Time)) = [3]> then\n set [fixed time v] to (join [00] (Time))\n end\n if <(length of (Time)) = [4]> then\n set [fixed time v] to (join [0] (Time))\n end\n if <(length of (Time)) = [5]> then\n set [fixed time v] to (join [] (Time))\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(x position) = [-50]> then\n forever\n switch costume to (letter (1) of (Fixed Time))\n end\nelse\n if <(x position) = [-25]> then\n forever\n switch costume to (letter (2) of (Fixed Time))\n end\n else\n if <(x position) = [0]> then\n forever\n switch costume to (letter (3) of (Fixed Time))\n end\n else\n if <(x position) = [25]> then\n forever\n switch costume to (letter (4) of (Fixed Time))\n end\n else\n if <(x position) = [50]> then\n forever\n switch costume to (letter (5) of (Fixed Time))\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(End title) = [1]> then\n change [ghost v] effect by (-10)\n else\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(End title) = [1]>\ngo to [front v] layer\n\n@WR\n\nwhen flag clicked\nrepeat (2)\n hide\n set [coins v] to [0]\nend\ngo to x: (127) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (149) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (172) y: (-137)\ncreate clone of (_myself_ v)\nforever\n if <(End title) = []> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (☁ world record)) = [3]> then\n set [fixed wr v] to (☁ world record)\n end\n if <(length of (☁ world record)) = [2]> then\n set [fixed wr v] to (join [0] (☁ world record))\n end\n if <(length of (☁ world record)) = [1]> then\n set [fixed wr v] to (join [00] (☁ world record))\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(x position) = [127]> then\n forever\n switch costume to (letter (1) of (fixed WR))\n end\nelse\n if <(x position) = [172]> then\n forever\n switch costume to (letter (3) of (fixed WR))\n end\n else\n if <(x position) = [149]> then\n forever\n switch costume to (letter (2) of (fixed WR))\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(End title) = [1]> then\n change [ghost v] effect by (-10)\n else\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(End title) = [1]>\ngo to [front v] layer\n\n@Platform1\n\nwhen flag clicked\nrepeat (2)\n go to x: (0) y: (-100)\nend\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set [plat x v] to (([sin v] of ((timer) * (50)) ) * (3))\n change x by (plat x)\nend\n\n@Cannon\n\nwhen flag clicked\nrepeat (2)\n hide\nend\nwait until <(Level) = [8]>\ngo to x: (0) y: (0)\nshow\nwait until <(Level) = [11]>\ngo to x: (-190) y: (140)\nshow\nwait until <(Level) = [12]>\ngo to x: (-100) y: (0)\nshow\n\nwhen I receive [message1 v]\nhide\n\n@End Effects\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [12]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [i v] to [0]\nset [ghost v] effect to (pick random (10) to (50))\nshow\nswitch costume to (pick random (1) to (3))\npoint in direction (pick random (365) to (-365))\ngo to x: (pick random (-225) to (225)) y: (250)\nforever\n change [i v] by (-1)\n change y by (I)\n turn right (I) degrees\n if <(y position) < [-175]> then\n delete this clone\n end\n if <not <(Level) = [12]>> then\n delete this clone\n end\nend\n\n
~ ᴀꜰᴛᴇʀ 1 ᴍᴏɴᴛʜ ᴏꜰ ᴅᴇᴠᴇʟᴏᴘᴍᴇɴᴛ, ~\n ~ ᴀɴᴅ 1,562 ꜱᴄʀᴀᴛᴄʜ ʙʟᴏᴄᴋꜱ, ɪ ʙʀɪɴɢ ʏᴏᴜ ~\n\n ~ 100% ᴛᴇxᴛ ~\n\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n ɪɴꜰᴏ / ᴄᴏɴᴛʀᴏʟꜱ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~ ᴡᴀᴅ, ᴀʀʀᴏᴡ ᴋᴇʏꜱ, ᴏʀ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ.\n~ ᴄᴏʟʟᴇᴄᴛ ᴄᴏɪɴꜱ ᴛᴏ ʙᴜʏ ꜱᴋɪɴꜱ\n~ ʙᴇᴀᴛ ᴛʜᴇ ᴡᴏʀʟᴅ ʀᴇᴄᴏʀᴅ ᴛɪᴍᴇ\n~ ʙᴜᴛᴛᴏɴꜱ ꜱʜᴏᴏᴛ ʏᴏᴜ ᴏᴜᴛ ᴄᴀɴɴᴏɴꜱ\n~ 'ʀ' ᴋᴇʏ ᴏʀ ʀᴇᴅᴏ ʙᴜᴛᴛᴏɴ ᴛᴏ ʀᴇꜱᴇᴛ\n~ 'ɴ' ᴋᴇʏ ᴏʀ ꜱᴋɪᴘ ʙᴜᴛᴛᴏɴ ᴛᴏ ꜱᴋɪᴘ\n~ ꜱᴋɪᴘᴘɪɴɢ ʟᴇᴠᴇʟꜱ ᴀᴅᴅꜱ 30 ꜱᴇᴄ. ᴛᴏ ʏᴏᴜʀ ᴛɪᴍᴇ\n\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n ꜰᴀᴍᴏᴜꜱ ʟᴏᴠᴇꜱ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~ @StratfordJames ♥️ + ⭐️\n~ @PopuIar ♥️ + ⭐️ + follow!\n~ @Zillien ♥️ + ⭐️\n~ @Lukas1410 ♥️ + ⭐️\n~ @EdisonBoy ♥️\n~ @sceptile100 ♥️ + ⭐️\n~ @Game-Cloud ♥️ + ⭐️\n~ @krishtheking123 ♥️ + ⭐️\n~ @Benelem12 ♥️ + ⭐️\n~ @awesomebricks1♥️ + ⭐️ + follow!\n~ @Capt_Boanerges♥️\n~ @MJM3 ♥️\n~corpcooga ♥️ + ⭐️\n~ @--Accension-- ♥️\n~ @LOLele_54 ♥️\n\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n ᴄʀᴇᴅɪᴛꜱ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~ ᴍᴜꜱɪᴄ ɪꜱ 'ᴢᴀʀꜱ' ʙʏ @SullyBully\n~ ᴀʀᴛ ʙʏ ᴍᴇ\n~ ᴄᴏᴅᴇ ʙʏ ᴍᴇ\n~ ꜱᴏᴜɴᴅ ᴇꜰx ꜰʀᴏᴍ ꜱᴄʀᴀᴛᴄʜ ʟɪʙʀᴀʀʏ (ᴇᴅɪᴛᴇᴅ ʙʏ ᴍᴇ)\n\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n ɪɴꜱᴘɪʀᴇᴅ ʙʏ, ʙᴜᴛ ɴᴏᴛ ᴛᴀᴋᴇɴ ꜰʀᴏᴍ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~ @StradfordJames (ᴇɴᴅ ᴄᴀʀᴅ)\n\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n ᴛᴀɢꜱ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n#mobile #mobilefreindly #ipad #text #100%\n#100%text #alltext #colorfull #yellow-brain \n#yellowbrain #outdoors #outdoor #coins #shop #all \n#fun #cool #platformer #platform #saw #grass #all #art #games #music
100% Pen Platformer #All #Games
@Stage\n\n@level\n\ndefine Backdrop Setup\ngo to x: (0) y: (0)\nset pen size to (1000)\nset pen color to (#000000)\npen down\npen up\n\nwhen flag clicked\nhide\nforever\n erase all\n delete all of [ground detection v]\n delete all of [bounce detection v]\n delete all of [danger detection v]\n Backdrop Setup\n if <(LEVEL) = [1]> then\n Draw [1] from x: [-60] to x: [-10] and from y: [-150] to y: [-110] width: [10]\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [0] to x: [100] and from y: [-150] to y: [-130] width: [10]\n else\n if <(LEVEL) = [2]> then\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [-150] to x: [-100] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [-30] to x: [20] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [100] to x: [150] and from y: [-150] to y: [-130] width: [10]\n else\n if <(LEVEL) = [3]> then\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [-80] to x: [240] and from y: [-150] to y: [-120] width: [10]\n Draw [3] from x: [-130] to x: [-90] and from y: [-150] to y: [-130] width: [10]\n else\n if <(LEVEL) = [4]> then\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [1] from x: [-100] to x: [-80] and from y: [-100] to y: [-80] width: [10]\n Draw [1] from x: [0] to x: [20] and from y: [-30] to y: [-10] width: [10]\n Draw [1] from x: [100] to x: [120] and from y: [40] to y: [60] width: [10]\n Draw [2] from x: [-140] to x: [240] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [-70] to x: [-50] and from y: [-100] to y: [-80] width: [10]\n Draw [2] from x: [30] to x: [50] and from y: [-30] to y: [-10] width: [10]\n Draw [2] from x: [130] to x: [150] and from y: [40] to y: [60] width: [10]\n else\n if <(LEVEL) = [5]> then\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [-60] to x: [-20] and from y: [-150] to y: [70] width: [10]\n Draw [3] from x: [-130] to x: [-70] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [60] to x: [100] and from y: [-150] to y: [70] width: [10]\n Draw [3] from x: [-10] to x: [50] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [180] to x: [220] and from y: [-150] to y: [70] width: [10]\n Draw [3] from x: [110] to x: [170] and from y: [-150] to y: [-130] width: [10]\n else\n if <(LEVEL) = [6]> then\n Draw [1] from x: [-240] to x: [-160] and from y: [-180] to y: [-160] width: [10]\n Draw [1] from x: [-100] to x: [-60] and from y: [-90] to y: [-70] width: [10]\n Draw [1] from x: [40] to x: [80] and from y: [-90] to y: [-20] width: [10]\n Draw [1] from x: [180] to x: [220] and from y: [-90] to y: [-70] width: [10]\n Draw [2] from x: [-150] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [-100] to x: [-60] and from y: [-150] to y: [-100] width: [10]\n Draw [2] from x: [40] to x: [80] and from y: [-150] to y: [-100] width: [10]\n Draw [2] from x: [180] to x: [220] and from y: [-150] to y: [-100] width: [10]\n else\n if <(LEVEL) = [7]> then\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [-10] to x: [30] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [-240] to x: [240] and from y: [100] to y: [140] width: [10]\n Draw [2] from x: [230] to x: [240] and from y: [-150] to y: [-130] width: [10]\n Draw [3] from x: [-130] to x: [-90] and from y: [-150] to y: [-130] width: [10]\n Draw [3] from x: [110] to x: [150] and from y: [-150] to y: [-130] width: [10]\n else\n if <(LEVEL) = [8]> then\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n Draw [1] from x: [-80] to x: [-40] and from y: [-110] to y: [-90] width: [10]\n Draw [1] from x: [60] to x: [100] and from y: [-50] to y: [-30] width: [10]\n Draw [1] from x: [110] to x: [240] and from y: [80] to y: [100] width: [10]\n Draw [1] from x: [-60] to x: [-20] and from y: [40] to y: [60] width: [10]\n Draw [2] from x: [-80] to x: [240] and from y: [-150] to y: [-120] width: [10]\n Draw [2] from x: [200] to x: [240] and from y: [-150] to y: [70] width: [10]\n else\n Draw [1] from x: [-240] to x: [240] and from y: [-180] to y: [-160] width: [10]\n E\n N\n D\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw (type) from x: (start x) to x: (end x) and from y: (start y) to y: (end y) width: (width)\npen up\nset pen size to (width)\nif <(type) = [1]> then\n set pen color to (#15d007)\nend\nif <(type) = [2]> then\n set pen color to (#f90808)\nend\nif <(type) = [3]> then\n set pen color to (#ffdd00)\nend\ngo to x: (start x) y: (start y)\npen down\ngo to x: (end x) y: (start y)\ngo to x: (end x) y: (end y)\ngo to x: (start x) y: (end y)\ngo to x: (start x) y: (start y)\npen down\nif <(type) = [1]> then\n add (start x) to [ground detection v]\n add (end x) to [ground detection v]\n add (start y) to [ground detection v]\n add (end y) to [ground detection v]\nend\nif <(type) = [2]> then\n add (start x) to [danger detection v]\n add (end x) to [danger detection v]\n add (start y) to [danger detection v]\n add (end y) to [danger detection v]\nend\nif <(type) = [3]> then\n add (start x) to [bounce detection v]\n add (end x) to [bounce detection v]\n add (start y) to [bounce detection v]\n add (end y) to [bounce detection v]\nend\n\ndefine E\nDraw [1] from x: [-170] to x: [-150] and from y: [-60] to y: [80] width: [10]\nDraw [1] from x: [-170] to x: [-90] and from y: [-60] to y: [-40] width: [10]\nDraw [1] from x: [-170] to x: [-90] and from y: [0] to y: [20] width: [10]\nDraw [1] from x: [-170] to x: [-90] and from y: [60] to y: [80] width: [10]\n\ndefine N\nDraw [1] from x: [-30] to x: [-15] and from y: [-60] to y: [80] width: [10]\nDraw [1] from x: [-15] to x: [0] and from y: [40] to y: [60] width: [10]\nDraw [1] from x: [0] to x: [15] and from y: [20] to y: [40] width: [10]\nDraw [1] from x: [15] to x: [30] and from y: [0] to y: [20] width: [10]\nDraw [1] from x: [30] to x: [45] and from y: [-20] to y: [0] width: [10]\nDraw [1] from x: [45] to x: [60] and from y: [-40] to y: [-20] width: [10]\nDraw [1] from x: [60] to x: [75] and from y: [-60] to y: [80] width: [10]\n\ndefine D\nDraw [1] from x: [120] to x: [140] and from y: [-60] to y: [80] width: [10]\nDraw [1] from x: [120] to x: [180] and from y: [-60] to y: [-40] width: [10]\nDraw [1] from x: [120] to x: [180] and from y: [60] to y: [80] width: [10]\nDraw [1] from x: [180] to x: [200] and from y: [-40] to y: [60] width: [10]\n\nDraw [1] from x: [-30] to x: [-15] and from y: [-60] to y: [80] width: [10]\nDraw [1] from x: [-15] to x: [0] and from y: [40] to y: [60] width: [10]\nDraw [1] from x: [0] to x: [15] and from y: [20] to y: [40] width: [10]\nDraw [1] from x: [15] to x: [30] and from y: [0] to y: [20] width: [10]\nDraw [1] from x: [30] to x: [45] and from y: [-20] to y: [0] width: [10]\nDraw [1] from x: [45] to x: [60] and from y: [-40] to y: [-20] width: [10]\nDraw [1] from x: [60] to x: [75] and from y: [-60] to y: [80] width: [10]\n\n@player\n\nwhen flag clicked\nhide\nset [y spawn v] to [-100]\nset [x spawn v] to [-200]\nset [level v] to [1]\nreset\nforever\n Platformer Engine\n draw player\nend\n\ndefine Platformer Engine\nchange [yv v] by (-1)\nchange [y v] by (yV)\nground collision?\nif <(_collision?) = [1]> then\n repeat until <(_collision?) = [0]>\n if <(yV) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n ground collision?\n end\n set [yv v] to [0]\n change [y v] by (-3)\n ground collision?\n if <<(_collision?) = [1]> and <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [yv v] to [15]\n end\n change [y v] by (3)\n bounce collision?\n if <(_collision?) = [1]> then\n set [yv v] to [25]\n end\nend\nchange [xv v] by (<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>)\nif <([abs v] of (xV) ) > [0.5]> then\n change [x v] by (xV)\nend\nset [xv v] to ((round ((xV) * (9))) / (10))\nground collision?\nif <(_collision?) = [1]> then\n repeat until <(_collision?) = [0]>\n if <(xV) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n ground collision?\n end\n set [xv v] to [0]\nend\nlava collision?\nif <(_collision?) = [1]> then\n reset\nend\nif <[-225] > (x)> then\n set [x v] to [-225]\nend\nif <<(x) > [240]> and <(LEVEL) < [9]>> then\n change [level v] by (1)\n reset\nend\nif <<(x) > [225]> and <(LEVEL) = [9]>> then\n set [x v] to [225]\nend\n\ndefine Square P\npen up\ngo to x: ((x) + (-13.5)) y: ((y) + (13.5))\npen down\ngo to x: ((x) + (-13.5)) y: ((y) + (-13.5))\ngo to x: ((x) + (13.5)) y: ((y) + (-13.5))\ngo to x: ((x) + (13.5)) y: ((y) + (13.5))\ngo to x: ((x) + (-13.5)) y: ((y) + (13.5))\n\ndefine draw player\nset pen color to (#ec8d22)\nset pen size to (5)\nSquare P\npen up\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\nset [y v] to (Y Spawn)\nset [x v] to (X Spawn)\n\ndefine ground collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [ground detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (22)) > (item ((_collisionCounter) - (3)) of [ground detection v])> then\n if <(item ((_collisionCounter) - (2)) of [ground detection v]) > ((x) + (-22))> then\n if <((y) + (22)) > (item ((_collisionCounter) - (1)) of [ground detection v])> then\n if <(item (_collisionCounter) of [ground detection v]) > ((y) + (-22))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine lava collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [danger detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (23)) > (item ((_collisionCounter) - (3)) of [danger detection v])> then\n if <(item ((_collisionCounter) - (2)) of [danger detection v]) > ((x) + (-23))> then\n if <((y) + (23)) > (item ((_collisionCounter) - (1)) of [danger detection v])> then\n if <(item (_collisionCounter) of [danger detection v]) > ((y) + (-23))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine bounce collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [danger detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (19)) > (item ((_collisionCounter) - (3)) of [bounce detection v])> then\n if <(item ((_collisionCounter) - (2)) of [bounce detection v]) > ((x) + (-19))> then\n if <((y) + (19)) > (item ((_collisionCounter) - (1)) of [bounce detection v])> then\n if <(item (_collisionCounter) of [bounce detection v]) > ((y) + (-19))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen [r v] key pressed\nreset\n\nwhen flag clicked\nforever\n if <<key (n v) pressed?> and <(LEVEL) < [10]>> then\n change [level v] by (1)\n reset\n wait until <not <key (n v) pressed?>>\n end\nend\n\n
Use arrow keys to move.\nA total of 8 levels.\nR to respawn N to skip.\nHere is a 100% Pen Platformer, and you can use the engine, as long as you credit me, and people in the notes and credits.\nThere is no sensing used for collisions.\nContains hours of work.\n\n#1 on french trending :D (I shared it while my language was french)\n\n#Pen #All #Games #LOLele_54\n\nSorry for resharing it was an accident.
Scratchland || A scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Clean_Soul_Calming v] until done\nend\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (scroll x)) (join [,] ((mouse y) + (scroll y))))\n\n@Blank\n\n@Blank2\n\n@Player\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game-on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\ndefine Game-on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n 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 (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y (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 position) < [-170]> then\n set [exit v] to [die]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (play game v) and wait\nbroadcast (green flag v) and wait\n\ndefine Change player y (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine Change player x (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game-Win\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 I receive [next level v]\nwait (3) seconds\ncreate clone of (_myself_ v)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (5)\n change size by (10)\nend\nwait (0.01) seconds\ndelete this clone\n\n@Platform\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: [850] y: [50]\n Clone at x: [300] y: [500]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [-63] y: [183]\n Clone at x: [200] y: [600]\n Clone at x: [750] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [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: [150] y: [300]\n Clone at x: [300] y: [700]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player v)?> then\n 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 [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [50] y: [-25]\n Clone at x: [-88] y: [116]\n Clone at x: [384] y: [76]\n Clone at x: [745] y: [41]\n Clone at x: [947] y: [-25]\n Clone at x: [1366] y: [50]\n Clone at x: [2009] y: [234]\n Clone at x: [2194] y: [425]\n Clone at x: [2406] y: [697]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [-66] y: [67]\n Clone at x: [130] y: [185]\n Clone at x: [36] y: [618]\n Clone at x: [119] y: [713]\n Clone at x: [163] y: [938]\n Clone at x: [176] y: [1029]\n Clone at x: [171] y: [1226]\n Clone at x: [224] y: [1392]\n Clone at x: [321] y: [1163]\n Clone at x: [612] y: [947]\n Clone at x: [880] y: [966]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n else\n end\n end\nend\nset [x v] to [-999999999]\n\nif <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [181] y: [4]\n Clone at x: [-7] y: [108]\n Clone at x: [334] y: [185]\n Clone at x: [68] y: [235]\n Clone at x: [161] y: [365]\n Clone at x: [225] y: [306]\n Clone at x: [285] y: [365]\n Clone at x: [430] y: [208]\n Clone at x: [614] y: [173]\n Clone at x: [577] y: [379]\n Clone at x: [882] y: [463]\n Clone at x: [1021] y: [539]\n Clone at x: [1135] y: [539]\n Clone at x: [1280] y: [432]\nelse\n if <(LEVEL) = [5]> then\n switch costume to (dot v)\n Clone at x: [-16] y: [-67]\n Clone at x: [-56] y: [238]\n Clone at x: [52] y: [238]\n Clone at x: [99] y: [711]\n Clone at x: [498] y: [746]\n Clone at x: [743] y: [811]\n Clone at x: [736] y: [658]\n Clone at x: [474] y: [608]\n Clone at x: [629] y: [935]\n Clone at x: [906] y: [1038]\n Clone at x: [1071] y: [1038]\n Clone at x: [1194] y: [1038]\n Clone at x: [1378] y: [1038]\n Clone at x: [1677] y: [1038]\n Clone at x: [14] y: [403]\n Clone at x: [1819] y: [850]\n Clone at x: [1963] y: [1057]\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)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@EXIT\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\nif <<touching (player v)?> and <(costume [name v]) = [OPEN]>> then\n set [exit v] to [win]\n broadcast (next level v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [1873] y: [788]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (close v)\n Clone at x: [1161] y: [944]\n else\n if <(LEVEL) = [3]> then\n switch costume to (close v)\n Clone at x: [7777] y: [7890]\n else\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 v]\nswitch costume to (open v)\n\n@Thumbnail\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Hello, welcome to Sctachland!\nThis is my second platformer in my scrolling platformer series!\nControls - Arrow keys or wasd to move. Its also mobile friendly! Onluy two levels! All the levels are 100% possible. :)\nDon't touch Die or any other computer language or alse you'll die!\nSorry, for the art its not so good...\nAnyways, Thanks for playing. Please love, fav and follow me for more like this!\nI'm working on the online version. If it fails I can't share sorry. I'll try my best! Thank you.