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-360 Rotate- platformer
@Stage\n\nwhen I receive [play v]\nforever\n play sound (pick random (1) to (4)) until done\nend\n\n@player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (enemy v)?> then\n set [m v] to [f]\n create clone of (_myself_ v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n broadcast (respawn v) and wait\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [m v] to [t]\nclear graphic effects\n\nwhen I receive [play v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> then\n switch costume to (left v)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(u) = [1]>>> then\n switch costume to (up v)\n end\n if <<<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <<(u) = [1]> and <(r) = [1]>>> then\n switch costume to (up and right v)\n end\n if <<<<key (w v) pressed?> and <key (a v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<(l) = [1]> and <(u) = [1]>>> then\n switch costume to (up and left v)\n end\nend\n\nwhen flag clicked\nset [m v] to [f]\npoint in direction (90)\nbroadcast (respawn v)\n\nwhen I receive [play v]\nwait until <<([direction v] of [land 360 v]) < [155]> and <([direction v] of [land 360 v]) > [140]>>\nbroadcast (win v) and wait\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n change y by (-2)\n change y by (2)\nend\n\nwhen flag clicked\nif <(me?) = [0]> then\n change [☁ views v] by (1)\n set [me? v] to [1]\nend\n\n@land 360\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <[-25] > (cam x)> then\n change [cam x v] by (((-25) - (cam x)) * (0.05))\n else\n change [cam x v] by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(cam x) > [25]> then\n change [cam x v] by (((25) - (cam x)) * (0.05))\n else\n change [cam x v] by (1)\n end\n end\n if <not <<<key (right arrow v) pressed?> and <(r) = [0]>> or <<key (left arrow v) pressed?> and <(l) = [0]>>>> then\n change [cam x v] by (((0) - (cam x)) * (0.05))\n end\n broadcast (lag free cam set v)\nend\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nSet hack size to [500]\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n if <(m) = [t]> then\n change [y vel v] by (1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n change [d vel v] by (-0.2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> 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 if <color (#000000) is touching (#9966ff)?> then\n broadcast (win v) and wait\n stop [this script v]\n end\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 (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(u) = [1]>> then\n start sound [Jump v]\n set [y vel v] to [-14]\n end\n end\n change y by (-1)\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset [d vel v] to [0]\nset [y vel v] to [0]\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]\nrepeat (50)\n change volume by (-2)\nend\nbroadcast (play v)\n\nwhen I receive [intro v]\nset [clonecostume v] to [0]\nerase all\nreset timer\nClone\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)\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)\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]\nwait (1) seconds\nset volume to (1) %\nstart sound [Foxsky - Kirby Smash v]\nrepeat (100)\n change volume by (10)\nend\n\nwhen flag clicked\nbroadcast (intro v)\n\n@Enemy\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [play v]\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-10) y: (-600)\nSet hack size to [500]\nforever\n go to (land 360 v)\n point in direction ([direction v] of [land 360 v])\nend\n\n@back ground\n\nwhen I receive [play v]\npoint in direction (90)\nset size to (500) %\nforever\n go to x: (([x position v] of [player v]) * (0.8)) y: (([y position v] of [land 360 v]) * (0.1))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Bg\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [win v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [time v]\n\n@You won\n\nwhen I receive [win v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (100)\n repeat (25)\n change y by (((0) - (y position)) * (0.1))\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-200)\n repeat (50)\n change y by (((0) - (y position)) * (0.1))\n end\n show variable [time v]\n set [time v] to (join (time) [ sec])\n stop [this script v]\nend\n\nwhen I receive [play v]\nset [time v] to [0]\nhide variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\n\n@Mobile freindly\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nswitch costume to (up v)\ncreate clone of (_myself_ v)\nrepeat (2)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n set [u v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [l v] to [1]\n end\n if <(costume [number v]) = [3]> then\n set [r v] to [1]\n end\n else\n if <(costume [number v]) = [1]> then\n set [u v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [l v] to [0]\n end\n if <(costume [number v]) = [3]> then\n set [r v] to [0]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n
--Instructions--\nHello\nPress arrow keys to move and jump or tap\n-----------------enjoy-----------------\nLike Fav Follow\n
3D Platformer!
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Use WASD or Arrow Keys To Move. Use Your Mouse To Look Around, and Space To Jump. Press The 'R' Key To Restart. Click To Start Playing. Enjoy!
Extraterrestrial-a space platformer
@Stage\n\n@FakeSpike01\n\nwhen flag clicked\nswitch backdrop to (blank screen v)\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n play sound [faster plain v] until done\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Platform sprite\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\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\ndefine reset\ngo to x: (-200) y: (-80)\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (120) %\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 (area v)?> then\n change y by (1)\n if <touching (area v)?> then\n change y by (1)\n if <touching (area v)?> then\n change y by (1)\n if <touching (area v)?> then\n change y by (1)\n if <touching (area v)?> then\n change y by (1)\n if <touching (area 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 (area v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (area 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 <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\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [blank screen v]\nshow\n\nwhen flag clicked\nforever\n if <touching (white line v)?> then\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (fakespike01 v)?> then\n go to x: (-200) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (evil player v)?> then\n go to x: (-200) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nswitch backdrop to (download \(9\) v)\n\nwhen I receive [go to start v]\nreset\n\n@area\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n next costume\n else\n switch costume to (level)\n end\nend\n\nwhen [e v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (level)\nforever\n\n@white line\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n else\n show\n end\nend\n\n@evil player\n\nwhen flag clicked\nforever\n move (5) steps\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <<(level) = [4]> or <(level) = [9]>>>>> then\n hide\n else\n show\n end\nend\n\n@Sprite1\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (go to start v)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n else\n show\n end\nend\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen flag clicked\nswitch backdrop to (blank screen v)\n\n@Sprite2\n\nwhen this sprite clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\n
You are stuck on Mars and to survive, you need to get to the spaceship, past obstacles. You need to avoid the Martian, who will try to capture you and sent you back to the start.\nAD or arrow keys to move and W or up to jump\npart 2- https://scratch.mit.edu/projects/418125140
Cute platformer!! ♥♥♥♥
@Stage\n\n@pop\n\nwhen I receive [siguiente nivel v]\nchange [nivel v] by (1)\n\nwhen flag clicked\nset [nivel v] to [0]\nchange [☁ views! ☁ v] by (1)\ngo to x: (-217) y: (-20)\n\nset [☁ views! ☁ v] to [0]\n\nset [☁ views! ☁ v] to [0]\n\nwhen I receive [start v]\nforever\n if <touching (ground v)?> then\n go to x: (-217) y: (-20)\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 (siguiente nivel v)\n end\n if <touching color (#6dc1de)?> then\n set [y v] to [22]\n end\nend\n\nwhen flag clicked\ngo to x: (-217) y: (-20)\nhide\nswitch costume to (pick random (1) to (10))\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nthink [Hi I can´t touch fire!!!] for (2) seconds\nwait (3) seconds\nthink [Look JUMP] for (2) seconds\nwait (3) seconds\nthink [press me to change costume] for (2) seconds\n\nwhen I receive [principal v]\nhide\n\nwhen I receive [lose v]\nbroadcast (Principal v)\n\nwhen flag clicked\nforever\n if <touching (fere v)?> then\n broadcast (lose v)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume11 v)\n\nwhen I receive [siguiente nivel v]\nnext costume\n\nwhen I receive [lose v]\nswitch costume to (costume11 v)\n\nwhen I receive [principal v]\nswitch costume to (costume11 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (8 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (9 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (10 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (11 v)\n end\nend\n\nwhen I receive [1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [principal v]\nswitch costume to (costume11 v)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n go to x: (-2) y: (16)\n if <touching (mouse-pointer v)?> then\n switch costume to (start p2 v)\n else\n switch costume to (start p v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen I receive [principal v]\nshow\nforever\n go to x: (-2) y: (16)\n if <touching (mouse-pointer v)?> then\n switch costume to (start p2 v)\n else\n switch costume to (start p v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-240) to (240)) y: (190)\nset size to (pick random (25) to (100)) %\nset [brightness v] effect to (size)\nset [ghost v] effect to (size)\nshow\nglide (((100) - (size)) / (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\n@fere\n\nwhen I receive [siguiente nivel v]\nnext costume\n\nwhen flag clicked\nhide\ngo to x: (-108) y: (-122)\n\nwhen I receive [start v]\ngo to x: (-113) y: (-130)\nshow\n\nwhen I receive [lose v]\nhide\n\nwhen I receive [principal v]\nhide\n\nwhen I receive [1 v]\ngo to x: (-113) y: (-130)\nshow\n\nwhen I receive [2 v]\ngo to x: (97) y: (-50)\nshow\n\nwhen I receive [3 v]\ngo to x: (169) y: (-127)\nshow\n\nwhen I receive [4 v]\ngo to x: (7) y: (-130)\nshow\n\nwhen I receive [5 v]\ngo to x: (-57) y: (-79)\nshow\n\nwhen I receive [6 v]\ngo to x: (139) y: (-93)\nshow\n\nwhen I receive [7 v]\ngo to x: (193) y: (-70)\nshow\n\nwhen I receive [8 v]\ngo to x: (204) y: (-125)\nshow\n\nwhen I receive [9 v]\ngo to x: (-7) y: (-126)\nshow\n\nwhen I receive [10 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Principal v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [principal v]\nhide\n\nwhen I receive [lose v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (-90)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [principal v]\nshow\nforever\n go to x: (0) y: (-90)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nshow variable [☁ views! ☁ v]\nwait (3) seconds\nhide variable [☁ views! ☁ v]\n\nwhen flag clicked\nshow list [scratchers v]\nadd (username) to [scratchers v]\n\ndelete all of [scratchers v]\nset [☁ views! ☁ v] to [0]\n\nwhen I receive [lose v]\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [lose v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [principal v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n
Hi!! I'm patatiextrema here is my FIRST platformer\nI wish you like it!!!\nTHANKS TO All my followers
-Pastel- Multiplayer Scrolling Platformer Server 1 #games
@Stage\n\nwhen flag clicked\nhide variable [mouse v]\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\nset volume to (100) %\nplay sound [\(No Copyright\) Piano Inspiring Dream \(1\) v] until done\n\nwhen I receive [ended! v]\nset volume to (0) %\nstop all sounds\n\n@Player You\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 (platforms 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 [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\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\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset [exit v] to [win]\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 (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right 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) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[2649] < (SCROLL X)> then\n set [scroll x v] to [2649]\nend\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 <(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\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nrepeat (26)\n change [ghost v] effect by (4)\nend\n\ndefine TEST-DIE\nif <<touching (pastel posions v)?> or <<touching (enemy ai v)?> or <<touching (dangers v)?> and <<touching color (#00e5ff)?> or <touching color (#95e8ff)?>>>>> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\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 broadcast (joined v)\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]\nswitch costume to (front 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 end\n end\n end\n end\n end\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) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (Encoded)\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nwait (5) seconds\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nwhen I receive [joined v]\nforever\n wait (500) seconds\n if <<key (any v) pressed?> or <mouse down?>> then\n set [moved v] to [1000]\n else\n change [moved v] by (-1)\n end\n if <(Moved) < [1]> then\n stop [all v]\n end\nend\n\n@Your Online Pals\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 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 (join (player #) (join [:] (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\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@Platforms\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [450] Y [0]\n CLONE AT X [450] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [750] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [0] Y [360]\n CLONE AT X [400] Y [320]\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\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@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (working! v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full :\( v)\nshow\n\n@Pastel Posions\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (100)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player you 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: [-204] y: [200]\n Clone x: [450] y: [150]\n Clone x: [544] y: [73]\n Clone x: [970] y: [60]\n Clone x: [1688] y: [200]\n Clone x: [2109] y: [40]\n Clone x: [2222] y: [40]\nelse\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@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 you v)?>> then\n set [exit v] to [win]\n set [game finished? v] to [yes]\nend\nif <<(costume [name v]) = [Closed]> and <touching (player you v)?>> then\n broadcast (Get more coinsssssssss v)\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: [3075] y: [350]\nelse\n Clone at x: [1000000000000000000000000000] y: [350]\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) = [7]> then\n switch costume to (open v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset [game finished? v] to [no]\n\n@Enemy AI\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n Clone x: [707] y: [50]\n Clone x: [2000] y: [-70]\nend\nset [y v] to [-99999999999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nhide\nset [x v] to (x)\nset [y v] to (y)\nset [back-forth v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nforever\n point in direction (90)\n set [back-forth v] to [1]\n wait (1) seconds\n set [back-forth v] to [2]\n repeat (10)\n change [x v] by (4)\n end\n set [back-forth v] to [1]\n wait (1) seconds\n set [back-forth v] to [3]\n repeat (10)\n change [x v] by (-4)\n end\nend\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(Game finished?) = [yes]> then\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (15)\n end\n repeat (10)\n change [ghost v] effect by (-15)\n end\n show\n show\n set volume to (100) %\n play sound [Triumph v] until done\n set volume to (0) %\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n end\nend\n\n@Broke :/\n\nwhen flag clicked\nhide\n\nwhen I receive [get more coinsssssssss v]\nshow\nwait (0.5) seconds\nrepeat (26)\n change [ghost v] effect by (4)\nend\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: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [750] y: [0]\nelse\n switch costume to (end v)\n broadcast (Ended! v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thank youuuu\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nswitch costume to (costume2 v)\nhide\nhide\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\nhide\nwait until <(Costume) > [0.9]>\nrepeat (27)\n change y by (15)\nend\nwait (0.02) seconds\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\nhide\nwait until <(Costume) > [0.9]>\nrepeat (27)\n change y by (15)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nif <[] = [3]> then\nif <[] = [2]> then\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Timer\n\nwhen flag clicked\nforever\n if <(Game finished?) = [yes]> then\n show variable [timer v]\n set [timer v] to (timer)\n set [timer v] to (Timer)\n wait (100000000000000000000000000000000000000000000000000) seconds\n wait (100000000000000000000000000000000000000000000000000) seconds\n end\nend\n\nwhen I receive [green flag v]\nhide variable [timer v]\nreset timer\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\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@Sprite5\n\n
NEW AND MUCH BETTER MULTIPLAYER GAME: https://scratch.mit.edu/projects/414678508/\n ~~~~~~~~~~~~\nWelcome to my first multiplayer game, Pastel! NEW SCRATCHERS CANNOT PLAY, as they do not have access to variables stored in the cloud until they reach the Scratcher rank. Press "T" to chat! And, if the game is full or the traffic is too high, please try server 2: https://scratch.mit.edu/projects/413744181/\n ~~~~~~~~~~~~\nI know that this game is super short, but I was just testing out some cloud variables and wanted to focus on the multiplayer aspect of the game most. Hopefully it's short and sweet :D\n ~~~~~~~~~~~~\nMobile controls, arrow keys, or WASD to move! Avoid enemies, spikes, and pastel poisoin, all while safe-chatting with friends and collecting all the coins to finish the game! If you are inactive, you will be kicked!\n ~~~~~~~~~~~~\nFeatures used in this game that I have never used before:\n- Multiplayer\n- Online Chat\n- Love/Fave Detector\n- Enemey AI\n- Moving Poison\n ~~~~~~~~~~~~\nPlease don't forget to love, fave, and follow if you enjoyed! I had a lot of fun making this (It took around a week to make), so you can probably expect to see some more multiplayer games in the future. Yay!\n ~~~~~~~~~~~~\nHave a fantastic day!\nLove,\nTropicalCoder13\n ~~~~~~~~~~~~\n#pastel #platformer #pastelplatformer #mobile #mobileplatformer #mobilefriendly #multiplayer #multiplayerplatformer #scrollingmultiplayerplatformer #scrollingplatformer #scrollingmultiplayer #scrolling #cloud #cloudmultiplayer #tropicalcoder13 #griffpatch #games #chat #online #onlinechat #safechat #enemies #scrollingenemies #enemyai #player #oneeye #spikes #dangers #coins #timer #hmm #what #else #should #I #tag #games #games #games #games #games\n\n\n\n\n@StratfordJames LOVED!?!?? \n
Rotate 2.0 || Multiplayer Platformer
@Stage\n\nwhen flag clicked\nhide variable [@player v]\nshow list [usernames v]\nshow list [active check v]\nshow list [cloud list v]\nif <(username) = [Reapernuts]> then\n forever\n wait until <key (v v) pressed?>\n show variable [@player v]\n hide list [usernames 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 [usernames v]\n show list [cloud list v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dubstep v] until done\nend\n\n@Sprite1\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\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) / (340)))\n change [counter v] by ((1) / ((y1) / (340)))\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)) / (11))\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))\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? []\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\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\nwhen flag clicked\nhide\ndelete all of [vel sine v]\nrepeat (6)\n add [] to [vel sine v]\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 <key (w 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 <key (d 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 (a v) pressed?> or <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@Multiplayer v1.2\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 (0.7) 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) = [Reapernuts]> then\n if <key (x v) pressed?> 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)\n end\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) > [9]>> then\n set [@player v] to [afk]\n broadcast (AFK v)\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\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@@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 change [@id v] by (1)\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]\nclone @ [69.9] [718] [0]\nclone @ [70] [715] [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]> or <(join (@x) [A]) = [69.9A]>>> then\n switch costume to (join [flag] (@flag))\n go to [back v] layer\n else\n if <<(@x) = [-16]> or <<(@x) = [167]> or <(@x) = [70]>>> 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 else\n if <(join (@x) [A]) = [69.9A]> then\n switch costume to (flag0 v)\n wait (3) seconds\n forever\n if <touching (player v)?> then\n set [cc v] to [-430]\n set [cx v] to [70]\n set [cy v] to [738]\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\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@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 [Bye!] to [chat list v]\nadd [Help!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Noooooo!] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\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 <(ghost) = [100]> then\n hide\n else\n show\n end\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@lag UI\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (5) seconds\nforever\n if <(FPS) < [8]> then\n wait (0.5) seconds\n if <(FPS) < [8]> then\n switch costume to (slow v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [afk v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (afk v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\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@lf_UI\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@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 else\n end\nend\n\n
           ◆ Rotate ◆\n      ◆ 360° Multiplayer Platformer ◆\n\nRemove LAG:\n-plug it into the charger\n-close other tabs\n-restart your device\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
Night Adventure (Mobile Frendly Scrolling Platformer)
@Stage\n\nwhen I receive [game on v]\nswitch backdrop to (1 v)\n\nwhen I receive [+ v]\nset volume to (100) %\n\nwhen I receive [- v]\nset volume to (0) %\n\nwhen I receive [end intro v]\nset volume to (100) %\nswitch backdrop to (2 v)\nhide variable [error v]\nhide variable [timer v]\nwait (0.9) seconds\nforever\n play sound [climate-change-pt-1-soundtrack-2020-\[AudioTrimmer v] until done\n wait (1) seconds\nend\n\n@1\n\n@player\n\ndefine move\nshow\nif <<key (d v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n if <(x) > [7771]> then\n change [sx v] by (0.7)\n else\n change [sx v] by (2)\n end\nend\nif <<key (a v) pressed?> or <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n if <(x) > [7771]> then\n change [sx v] by (-0.7)\n else\n change [sx v] by (-2)\n end\nend\nif <(x) > [7771]> then\n set [sx v] to ((sx) - ((sx) / (15)))\n x (sx) change\nelse\n set [sx v] to ((sx) * (0.8))\n if <[0] < (sx)> then\n if <(sx) > [0.9]> then\n x (round (sx)) change\n end\n else\n if <[-0.9] > (sx)> then\n x (round (sx)) change\n end\n end\nend\nif <<not <touching (jump v)?>> and <<key (w v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\nend\nchange [in air v] by (1)\nif <(sy) > [-17]> then\n change [sy v] by (-2)\nend\ny (sy) change\ndie pateto die\nif <(y position) < [-175]> then\n set [die v] to [die]\nend\nif <(die) > []> then\n set [x v] to (pozisyon xx)\n set [y v] to (pozisyon yy)\n set [scrolly v] to (y)\n set [scrollx v] to (x)\nelse\n change [scrollx v] by (round (((x) - (scrollx)) / (10)))\n if <[0] > (scrollx)> then\n set [scrollx v] to [0]\n end\n change [scrolly v] by (round (((y) - (scrolly)) / (10)))\n if <[0] > (scrolly)> then\n set [scrolly v] to [0]\n end\nend\npozisyon\nif <touching (jump v)?> then\n if <(sound effects) = [1]> then\n start sound [Jump v]\n end\n set [sy v] to [27]\n set [in air v] to [5]\nend\n\ndefine x (sx) change\nchange [x v] by (sx)\npozisyon\nif <<<touching (platform v)?> or <touching (pink v)?>> or <touching (move v)?>> then\n repeat (14)\n change [y v] by (1)\n pozisyon\n if <not <<<touching (platform v)?> or <touching (pink v)?>> or <touching (move v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-14)\n if <<key (w v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>>> then\n if <(sx) > [0]> then\n change [sx v] by (-16)\n else\n change [sx v] by (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)?> or <touching (pink v)?>> or <touching (move v)?>>>\n if <(sx) < [0]> then\n change [x v] by (1)\n else\n change [x v] by (-1)\n end\n pozisyon\n end\nend\n\nwhen I receive [flag v]\nset [number v] to [0]\nset [pozisyon xx v] to [0]\nset [pozisyon yy v] to [0]\nhide\ngo to [front v] layer\n\nwhen I receive [play v]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n play\n point in direction (90)\n repeat until <(die) > []>\n move\n broadcast (move v) and wait\n end\nend\n\ndefine play\nset [sx v] to [0]\nset [die v] to []\nset [sy v] to [0]\nset [x v] to (pozisyon xx)\nset [y v] to (pozisyon yy)\nshow\n\ndefine pozisyon\ngo to x: ((x) - (scrollx)) y: ((y) - (scrolly))\n\ndefine y (sy) change\nchange [y v] by (sy)\npozisyon\nrepeat until <not <<<touching (platform v)?> or <touching (move v)?>> or <touching (pink v)?>>>\n if <(sy) < [0]> then\n change [y v] by (1)\n set [in air v] to [0]\n else\n change [y v] by (-1)\n end\n pozisyon\n set [sy v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine die pateto die\nif <<touching (enemy v)?> or <touching (danger v)?>> then\n set [die v] to [die]\nend\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n wait until <(die) > []>\n broadcast (rip v)\nend\n\nwhen I receive [rip v]\nif <(sound effects) = [1]> then\n wait (0.1) seconds\n play sound [Rip v] until done\nend\n\nwhen I receive [game on v]\nset [die v] to [die]\n\nwhen I receive [game on v]\nbroadcast (flag v) and wait\nbroadcast (play v) and wait\n\nwhen I receive [game on v]\nset [timer v] to [0]\nhide variable [timer v]\nwait until <<key (any v) pressed?> or <mouse down?>>\nshow variable [timer v]\nrepeat until <(number) = [9]>\n wait (1) seconds\n change [timer v] by (1)\nend\nchange [timer v] by (-1)\nbroadcast (the end v)\n\nwhen I receive [up v]\nif <touching (pink v)?> then\n change [x v] by (1)\nend\n\nwhen I receive [down v]\nif <[90] > (distance to [pink v])> then\n change [x v] by (-1)\nend\n\n@platform\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nlevel\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> 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\ndefine level\nswitch costume to ( 1 v)\nclone at x: [400] y: [0]\nclone at x: [500] y: [300]\nclone at x: [750] y: [40]\nclone at x: [600] y: [40]\nclone at x: [750] y: [400]\nclone at x: [1300] y: [600]\nclone at x: [700] y: [100]\nclone at x: [300] y: [200]\nrepeat (2)\n clone at x: [0] y: [320]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [0] y: [320]\nclone at x: [200] y: [150]\nrepeat (3)\n clone at x: [300] y: [0]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [-800] y: [-150]\nrepeat (2)\n clone at x: [320] y: [0]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [600] y: [150]\nclone at x: [350] y: [210]\nclone at x: [-100] y: [210]\nclone at x: [320] y: [210]\nclone at x: [500] y: [600]\nclone at x: [380] y: [100]\nclone at x: [850] y: [830]\nclone at x: [455] y: [-20]\nclone at x: [600] y: [50]\nclone at x: [600] y: [60]\nclone at x: [600] y: [60]\nclone at x: [600] y: [60]\n\nwhen flag clicked\nhide\n\n@danger\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nlevel\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> 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\ndefine level\nswitch costume to ( 1 v)\nclone at x: [400] y: [0]\nclone at x: [500] y: [300]\nclone at x: [750] y: [40]\nclone at x: [600] y: [40]\nclone at x: [750] y: [400]\nclone at x: [1300] y: [600]\nclone at x: [700] y: [100]\nclone at x: [300] y: [200]\nrepeat (2)\n clone at x: [0] y: [320]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [0] y: [320]\nswitch costume to ((costume [number v]) - (1))\nclone at x: [200] y: [150]\nrepeat (3)\n clone at x: [300] y: [0]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [-800] y: [-150]\nclone at x: [320] y: [0]\nswitch costume to (0 v)\nclone at x: [320] y: [0]\nswitch costume to ( 9 v)\nclone at x: [600] y: [150]\nswitch costume to (spike v)\nclone at x: [350] y: [210]\nclone at x: [-100] y: [210]\nclone at x: [320] y: [210]\nclone at x: [500] y: [600]\nclone at x: [380] y: [100]\nclone at x: [850] y: [830]\nclone at x: [455] y: [-20]\nclone at x: [600] y: [50]\nclone at x: [600] y: [60]\nclone at x: [600] y: [60]\n\nwhen I receive [game on v]\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@flag\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\nif <touching (player v)?> then\n if <(sound effects) = [1]> then\n start sound [Connect v]\n end\n change [number v] by (1)\n set [pozisyon xx v] to (x)\n set [pozisyon yy v] to ((16) + (y))\n delete this clone\nend\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (flag 1 v)\nif <(number) = [0]> then\n clone at x: [1160] y: [395]\nend\nif <[2] > (number)> then\n clone at x: [2362] y: [416]\nend\nif <[3] > (number)> then\n clone at x: [4023] y: [1425]\nend\nif <[4] > (number)> then\n clone at x: [5153] y: [1526]\nend\nif <[5] > (number)> then\n clone at x: [5300] y: [2761]\nend\nif <[6] > (number)> then\n clone at x: [7004] y: [2837]\nend\nif <[7] > (number)> then\n clone at x: [8379] y: [4197]\nend\nif <[8] > (number)> then\n clone at x: [9424] y: [5040]\nend\nif <[9] > (number)> then\n clone at x: [12000] y: [5279]\nend\nset [x v] to [-99999]\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@jump\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (flag 1 v)\nclone at x: [533] y: [96]\nclone at x: [1699] y: [327]\nclone at x: [1872] y: [327]\nswitch costume to (1 v)\nclone at x: [4300] y: [1429]\nswitch costume to (flag 1 v)\nclone at x: [7100] y: [2845]\nclone at x: [7192] y: [3026]\nclone at x: [7092] y: [3236]\nset [x v] to [-99999]\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@enemy\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nset [number 2 v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (lkl v)\nclone at x: [2195] y: [410] costume number: [1]\nclone at x: [2303] y: [410] costume number: [2]\nclone at x: [390] y: [220] costume number: [3]\nclone at x: [3115] y: [845] costume number: [4]\nclone at x: [4301] y: [1450] costume number: [5]\nclone at x: [5649] y: [2643] costume number: [6]\nclone at x: [5949] y: [2643] costume number: [7]\nclone at x: [6249] y: [2643] costume number: [6]\nclone at x: [6835] y: [2838] costume number: [2]\nclone at x: [6945] y: [2838] costume number: [1]\nclone at x: [6725] y: [2838] costume number: [1]\nclone at x: [7225] y: [3497] costume number: [8]\nclone at x: [8292] y: [4211] costume number: [13]\nclone at x: [8777] y: [4300] costume number: [14]\nclone at x: [8630] y: [4450] costume number: [14]\nclone at x: [8777] y: [4600] costume number: [14]\nclone at x: [8630] y: [4750] costume number: [14]\nclone at x: [8777] y: [4900] costume number: [14]\nclone at x: [9200] y: [5019] costume number: [15]\nclone at x: [9486] y: [5189] costume number: [16]\nclone at x: [9596] y: [5189] costume number: [17]\nclone at x: [9706] y: [5189] costume number: [18]\nclone at x: [9816] y: [5189] costume number: [19]\nclone at x: [11391] y: [5197] costume number: [20]\nset [x v] to [-99999]\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y) costume number: (number)\nswitch costume to (number)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nif <(costume [number v]) = [17]> then\n wait (0.3) seconds\nend\nif <(costume [number v]) = [18]> then\n wait (0.6) seconds\nend\nif <(costume [number v]) = [19]> then\n wait (0.9) seconds\nend\nif <(costume [number v]) = [4]> then\n wait (2) seconds\nend\nif <(costume [number v]) = [5]> then\n set rotation style [all around v]\nend\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n if <(costume [number v]) = [1]> then\n repeat (31)\n change [y v] by (-2)\n end\n repeat (31)\n change [y v] by (2)\n end\n end\n if <(costume [number v]) = [2]> then\n repeat (31)\n change [y v] by (2)\n end\n repeat (31)\n change [y v] by (-2)\n end\n end\n if <(costume [number v]) = [3]> then\n repeat (72)\n change [y v] by (-1)\n end\n repeat (72)\n change [y v] by (1)\n end\n end\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> then\n set rotation style [left-right v]\n point in direction (90)\n repeat (250)\n change [x v] by (-1)\n end\n point in direction (-90)\n repeat (250)\n change [x v] by (1)\n end\n end\n if <(costume [number v]) = [5]> then\n repeat (31)\n change [y v] by (-3)\n end\n repeat (31)\n change [y v] by (3)\n end\n end\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [6]>> then\n set [fall 1 v] to [13]\n point in direction (-90)\n repeat (10)\n turn right (18) degrees\n end\n repeat (52)\n change [y v] by (fall 1)\n change [fall 1 v] by (-0.25)\n end\n repeat (10)\n turn right (18) degrees\n end\n repeat (52)\n change [y v] by (fall 1)\n change [fall 1 v] by (-0.25)\n end\n change [y v] by (fall 1)\n end\n if <(costume [number v]) = [13]> then\n repeat (5)\n change [y v] by (-24)\n end\n wait (1.3) seconds\n repeat (5)\n change [y v] by (24)\n end\n wait (1.3) seconds\n end\n if <(costume [number v]) = [14]> then\n wait (0.8) seconds\n turn right (70) degrees\n end\n if <(costume [number v]) = [15]> then\n repeat (55)\n change [x v] by (3)\n end\n repeat (55)\n change [x v] by (-3)\n end\n end\n if <<<(costume [number v]) = [16]> or <(costume [number v]) = [17]>> or <<(costume [number v]) = [18]> or <(costume [number v]) = [19]>>> then\n repeat (55)\n change [y v] by (-2)\n end\n repeat (55)\n change [y v] by (2)\n end\n end\n if <(costume [number v]) = [20]> then\n repeat (5)\n change [y v] by (23)\n end\n wait (2) seconds\n repeat (5)\n change [y v] by (-23)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [8]> then\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@pink\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [2472] y: [415]\nbroadcast (pinky thingy v)\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [pinky thingy v]\ngo to [back v] layer\nforever\n point in direction (45)\n repeat (250)\n broadcast (up v)\n change [x v] by (1)\n change [y v] by (1)\n end\n repeat (250)\n broadcast (down v)\n change [x v] by (-1)\n change [y v] by (-1)\n end\nend\n\n@move\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to ( 1 v)\nclone at x: [3260] y: [818]\nclone at x: [3470] y: [818]\nclone at x: [3680] y: [818]\nclone at x: [3832] y: [916]\nswitch costume to ( 4 v)\nclone at x: [7702] y: [3465]\nclone at x: [8700] y: [4216]\nset [x v] to [-99999]\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nif <(costume [number v]) = [4]> then\n wait until <(distance to [player v]) < [80]>\n wait (0.2) seconds\nend\nif <(costume [number v]) = [5]> then\n wait until <(distance to [player v]) < [115]>\n wait (0.2) seconds\nend\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n repeat (90)\n change [y v] by (-2)\n end\n repeat (90)\n change [y v] by (2)\n end\n end\n if <(costume [number v]) = [2]> then\n repeat (90)\n change [y v] by (2)\n end\n repeat (90)\n change [y v] by (-2)\n end\n end\n if <(costume [number v]) = [4]> then\n repeat (250)\n change [y v] by (2)\n end\n wait (1) seconds\n repeat (250)\n change [y v] by (-2)\n end\n wait (1) seconds\n end\n if <(costume [number v]) = [5]> then\n repeat (370)\n change [y v] by (2)\n end\n wait (2) seconds\n repeat (370)\n change [y v] by (-2)\n end\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nhide\n\n@platform2\n\nwhen I receive [move v]\npozisyon ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nlevel\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\nif <<(y position) = (y)> and <(x position) = (x)>> 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\ndefine level\nswitch costume to (1 v)\ngo to [back v] layer\nclone at x: [400] y: [0]\nclone at x: [500] y: [300]\nclone at x: [750] y: [40]\nclone at x: [600] y: [40]\nclone at x: [750] y: [400]\nclone at x: [1300] y: [600]\nclone at x: [700] y: [100]\nclone at x: [300] y: [200]\nrepeat (2)\n clone at x: [0] y: [320]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [0] y: [320]\nswitch costume to ((costume [number v]) - (1))\nclone at x: [200] y: [150]\nrepeat (3)\n clone at x: [300] y: [0]\n switch costume to ((costume [number v]) - (1))\nend\nclone at x: [-800] y: [-150]\nclone at x: [320] y: [0]\nswitch costume to (11 v)\nclone at x: [320] y: [0]\nswitch costume to (10 v)\nclone at x: [600] y: [150]\nswitch costume to (12 v)\nclone at x: [350] y: [210]\nclone at x: [-100] y: [210]\nclone at x: [320] y: [210]\nclone at x: [500] y: [600]\nclone at x: [380] y: [100]\nclone at x: [850] y: [830]\nclone at x: [455] y: [-20]\nclone at x: [600] y: [50]\nclone at x: [600] y: [60]\nclone at x: [600] y: [60]\nclone at x: [600] y: [60]\n\nwhen flag clicked\nhide\n\n@scroll\n\nwhen I receive [move v]\ngo to [back v] layer\ngo [forward v] (1) layers\npozisyon (round (((x) - (scrollx)) / (3))) (round (((y) - (scrolly)) / (3)))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game on v]\nswitch costume to (dot v)\nset size to (6353) %\nswitch costume to (scroll v)\n\nwhen flag clicked\nhide\n\n@moon\n\nwhen I receive [move v]\ngo to [back v] layer\npozisyon (round (((x) - (scrollx)) / (40))) (round (((y) - (scrolly)) / (600)))\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\n\ndefine pozisyon (x) (y)\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\n@the end\n\nwhen I receive [the end v]\nshow\nset y to (44)\nswitch costume to (done v)\nrepeat (4)\n change y by (-11)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nhide\n\n@story\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [next v]\nif <(costume [number v]) = [3]> then\n broadcast (end of story v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n hide\nelse\n next costume\nend\n\nwhen I receive [end intro v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (1 v)\n\n@next\n\nwhen I receive [next v]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nwait (0.5) seconds\nforever\n repeat (20)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n repeat (5)\n change size by (8)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-8)\n end\n end\n change [ghost v] effect by (5)\n end\n repeat (20)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n repeat (5)\n change size by (8)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-8)\n end\n end\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [end of story v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [end intro v]\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <mouse down?>>\n stop [other scripts in sprite v]\n broadcast (next v)\nend\n\nwhen I receive [end intro v]\ngo to [front v] layer\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nwait (0.5) seconds\nforever\n repeat (20)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n repeat (5)\n change size by (8)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-8)\n end\n end\n change [ghost v] effect by (5)\n end\n repeat (20)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n repeat (5)\n change size by (8)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-8)\n end\n end\n change [ghost v] effect by (-5)\n end\nend\n\n@button\n\nwhen I receive [end of story v]\nshow\ncreate clones\nhide\n\nwhen flag clicked\nhide\n\ndefine create clones\ngo to x: (0) y: (0)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-40)\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-130)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [game on v]\ndelete this clone\n\nwhen I receive [game on v]\nhide\nstop [other scripts in sprite v]\nif <(effects) = [1]> then\n wait (0.2) seconds\n set [sound effects v] to [0]\nend\n\nwhen I start as a clone\nset [effects v] to [0]\nset [sound effects v] to [1]\nforever\n if <(costume [number v]) = [2]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n set [effects v] to [1]\n set [sound effects v] to [0]\n switch costume to (4 v)\n end\n end\n if <(costume [number v]) = [4]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (- v)\n switch costume to (6 v)\n end\n end\n if <(costume [number v]) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (game on v)\n end\n end\n if <(costume [number v]) = [3]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n set [sound effects v] to [1]\n switch costume to (3 v)\n end\n end\n if <(costume [number v]) = [5]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (+ v)\n switch costume to (5 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n repeat until <not <touching (mouse-pointer v)?>>\n repeat (15)\n change size by (3)\n end\n repeat (15)\n change size by (-3)\n end\n end\n end\nend\n\n@Button3\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n set [sound effects v] to [0]\n broadcast (game on v)\n end\nend\n\nwhen I receive [game on v]\nset size to (100) %\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n wait until <not <touching (mouse-pointer v)?>>\n set size to (100) %\n end\nend\n\nwhen I receive [game on v]\nwait (0.1) seconds\nset [sound effects v] to [1]\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set [timer-2 v] to (timer)\n go to [front v] layer\nend\n\nwhen [timer v] > (timer-2)\nhide variable [error v]\nhide variable [timer v]\n\n@intro\n\nwhen flag clicked\nhide variable [error v]\nhide variable [☁ high score v]\nhide variable [timer v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n start sound [Low Whoosh v]\n go to [front v] layer\n set size to (6) %\n set [figure v] to [23]\n repeat (19)\n change size by (figure)\n change [figure v] by (-2)\n end\n wait (0.01) seconds\n switch costume to (2 v)\n create clone of (_myself_ v)\n switch costume to (1 v)\n wait (1.55) seconds\n set [figure v] to [16]\n repeat (16)\n change size by (figure)\n change [figure v] by (-2)\n end\n change size by (figure)\n wait (1.5) seconds\n broadcast (end intro v)\nend\nif <(costume [number v]) = [2]> then\n set size to (400) %\n go to [front v] layer\n set [ghost v] effect to (100)\n start sound [Low Whoosh v]\n repeat (10)\n change size by (-30)\n change [ghost v] effect by (-10)\n end\n start sound [intro v]\n create clones\n wait (1.3) seconds\n set [effects v] to [16]\n repeat (16)\n change size by (effects)\n change [effects v] by (-2)\n end\n change size by (effects)\nend\nif <<[3] < (costume [number v])> and <not <(costume [number v]) = [11]>>> then\n set size to (40) %\n go to [front v] layer\n go [backward v] (2) layers\n point in direction (pick random (180) to (-180))\n repeat (10)\n change [ghost v] effect by (10)\n move (13) steps\n end\n delete this clone\nend\n\ndefine create clones\nrepeat (30)\n switch costume to (pick random (4) to (10))\n create clone of (_myself_ v)\nend\nswitch costume to (2 v)\n\nwhen I receive [end intro v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [end intro v]\nrepeat (20)\n change [ghost v] effect by (5)\n stop [other scripts in sprite v]\nend\ndelete this clone\n\n
~WASD or cursor keys to move\nMobile\n~Click left / right / above the player to move\n (you can climb up walls)\n---------------------------------------------------------------------\nTürkçe\n-Yön tuşları ya da WASD ile hareket ediliyor\n~Telefondan oynuyorsanız oyuncunun sağına / soluna / yukarısına tıklarsanız ilerler\n (Duvarlara tırmanabilirsin)
-Pastel- Multiplayer Scrolling Platformer Server 2 #games
@Stage\n\nwhen flag clicked\nhide variable [mouse v]\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\nset volume to (100) %\nplay sound [\(No Copyright\) Piano Inspiring Dream \(1\) v] until done\n\nwhen I receive [ended! v]\nset volume to (0) %\nstop all sounds\n\n@Player You\n\nwhen I receive [joined v]\nforever\n wait (60) seconds\n if <<key (any v) pressed?> or <mouse down?>> then\n set [moved v] to [5]\n else\n change [moved v] by (-1)\n end\n if <(Moved) < [1]> then\n stop [all v]\n end\nend\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 (platforms 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 [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\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\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset [exit v] to [win]\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 (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right 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) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[2649] < (SCROLL X)> then\n set [scroll x v] to [2649]\nend\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 <(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\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nrepeat (26)\n change [ghost v] effect by (4)\nend\n\ndefine TEST-DIE\nif <<touching (pastel posions v)?> or <<touching (enemy ai v)?> or <<touching (dangers v)?> and <<touching color (#00e5ff)?> or <touching color (#95e8ff)?>>>>> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\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 broadcast (joined v)\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]\nswitch costume to (front 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 end\n end\n end\n end\n end\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) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (Encoded)\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nwait (5) seconds\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\n@Your Online Pals\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 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 (join (player #) (join [:] (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\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@Platforms\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [450] Y [0]\n CLONE AT X [450] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [750] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [0] Y [360]\n CLONE AT X [400] Y [320]\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\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@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (working! v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full :\( v)\nshow\n\n@Pastel Posions\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (100)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player you 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: [-204] y: [200]\n Clone x: [450] y: [150]\n Clone x: [544] y: [73]\n Clone x: [970] y: [60]\n Clone x: [1688] y: [200]\n Clone x: [2109] y: [40]\n Clone x: [2222] y: [40]\nelse\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@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 you v)?>> then\n set [exit v] to [win]\n set [game finished? v] to [yes]\nend\nif <<(costume [name v]) = [Closed]> and <touching (player you v)?>> then\n broadcast (Get more coinsssssssss v)\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: [3075] y: [350]\nelse\n Clone at x: [1000000000000000000000000000] y: [350]\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) = [7]> then\n switch costume to (open v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset [game finished? v] to [no]\n\n@Enemy AI\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n Clone x: [707] y: [50]\n Clone x: [2000] y: [-70]\nend\nset [y v] to [-99999999999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nhide\nset [x v] to (x)\nset [y v] to (y)\nset [back-forth v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nforever\n point in direction (90)\n set [back-forth v] to [1]\n wait (1) seconds\n set [back-forth v] to [2]\n repeat (10)\n change [x v] by (4)\n end\n set [back-forth v] to [1]\n wait (1) seconds\n set [back-forth v] to [3]\n repeat (10)\n change [x v] by (-4)\n end\nend\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(Game finished?) = [yes]> then\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (15)\n end\n repeat (10)\n change [ghost v] effect by (-15)\n end\n show\n show\n set volume to (100) %\n play sound [Triumph v] until done\n set volume to (0) %\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n play sound [Triumph v] until done\n end\nend\n\n@Broke :/\n\nwhen flag clicked\nhide\n\nwhen I receive [get more coinsssssssss v]\nshow\nwait (0.5) seconds\nrepeat (26)\n change [ghost v] effect by (4)\nend\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: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [750] y: [0]\nelse\n switch costume to (end v)\n broadcast (Ended! v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thank youuuu\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nswitch costume to (costume2 v)\nhide\nhide\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\nhide\nwait until <(Costume) > [0.9]>\nrepeat (27)\n change y by (15)\nend\nwait (0.02) seconds\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\nhide\nwait until <(Costume) > [0.9]>\nrepeat (27)\n change y by (15)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nif <[] = [3]> then\nif <[] = [2]> then\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Timer\n\nwhen flag clicked\nforever\n if <(Game finished?) = [yes]> then\n show variable [timer v]\n set [timer v] to (timer)\n set [timer v] to (Timer)\n wait (100000000000000000000000000000000000000000000000000) seconds\n wait (100000000000000000000000000000000000000000000000000) seconds\n end\nend\n\nwhen I receive [green flag v]\nhide variable [timer v]\nreset timer\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\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@Sprite5\n\n
NEW AND MUCH BETTER MULTIPLAYER GAME: https://scratch.mit.edu/projects/414678508/\n ~~~~~~~~~~~~\nWelcome to the SECOND SERVER of my first multiplayer game, Pastel! NEW SCRATCHERS CANNOT PLAY, as they do not have access to variables stored in the cloud until they reach the Scratcher rank. Press "T" to chat! And, If the game is full or the traffic is too high, please try server 1: https://scratch.mit.edu/projects/413691339/\n ~~~~~~~~~~~~\nI know that this game is super short, but I was just testing out some cloud variables and wanted to focus on the multiplayer aspect of the game most. Hopefully it's short and sweet :D\n ~~~~~~~~~~~~\nFeatures used in this game that I have never used before:\n- Multiplayer\n- Online Chat\n- Love/Fave Detector\n- Enemey AI\n- Moving Poison\n ~~~~~~~~~~~~\nPlease don't forget to love, fave, and follow if you enjoyed! I had a lot of fun making this (It took around a week to make), so you can probably expect to see some more multiplayer games in the future. Yay!\n ~~~~~~~~~~~~\nHave a fantastic day!\nLove,\nTropicalCoder13\n ~~~~~~~~~~~~\n#secondserver #server2 #pastel #platformer #pastelplatformer #mobile #mobileplatformer #mobilefriendly #multiplayer #multiplayerplatformer #scrollingmultiplayerplatformer #scrollingplatformer #scrollingmultiplayer #scrolling #cloud #cloudmultiplayer #tropicalcoder13 #griffpatch #games #chat #online #onlinechat #safechat #enemies #scrollingenemies #enemyai #player #oneeye #spikes #dangers #coins #timer #hmm #what #else #should #I #tag #games #games #games #games #games
Orpheus and Eurydice - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\nrepeat until <(backdrop [number v]) = [1]>\n play sound [To Dream - One Shot v] until done\nend\n\nwhen I receive [startlevel v]\nswitch backdrop to (LEVEL)\n\nwhen I receive [startgame v]\nstop all sounds\nrepeat until <(backdrop [number v]) = [11]>\n play sound [Geothermal - One Shot v] until done\nend\n\nwhen I receive [startgame v]\nwait until <(backdrop [number v]) = [11]>\nstop all sounds\nrepeat until <(backdrop [number v]) = [21]>\n play sound [Flooded Ruins - One Shot v] until done\nend\n\nwhen I receive [startgame v]\nwait until <(backdrop [number v]) = [21]>\nstop all sounds\nrepeat until <(backdrop [number v]) = [31]>\n play sound [Simple Secrets - One Shot v] until done\nend\n\nset volume to (0) %\n\nset volume to (100) %\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Distant Water - One Shot v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (VOLUME) %\nend\n\nwhen I receive [cutscenes v]\nswitch backdrop to (1 v)\nstop all sounds\nstart sound [Distant - One Shot v]\n\nwhen flag clicked\nhide variable [level v]\nhide variable [lyre v]\nhide variable [turn v]\nhide variable [volume v]\n\n@Orpheus\n\nwhen I receive [startlevel v]\nswitch costume to (1 v)\nGame On\nrepeat until <not <(TURN) = [O]>>\n Tick\nend\nif <(TURN) = [E]> then\n Game - Win\nelse\n if <(TURN) = [S]> then\n Game - Skip\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [-185]\nset [y v] to [-112]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [turn v] to [O]\nset [step v] to [1]\nset [moving v] to [N]\nset [lyre v] to [N]\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n switch costume to (1 v)\n change [sx v] by (-.8)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (1 v)\n change [sx v] by (2)\nend\nif <(x) < [-245]> then\n set [x v] to [-245]\nend\nif <[245] < (x)> then\n set [x v] to [245]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <key (up arrow v) pressed?> then\n if <key (left arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [12]\n end\n else\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nTest - Win\nif <key (space v) pressed?> then\n switch costume to (lyre v)\n wait (.5) seconds\n start sound [Lyre v]\n set [lyre v] to [Y]\n wait (1) seconds\n switch costume to (1 v)\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nbroadcast (Fade v)\n\ndefine Test - Die\nif <<<<touching (enemies v)?> and <(LYRE) = [N]>> or <touching (danger v)?>> or <touching (souls v)?>> then\n set [turn v] to [OD]\nend\n\ndefine Game - Win\nset [x v] to [218]\nPosition\nbroadcast (EStart v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\ndefine Game - Skip\nchange [level v] by (1)\nbroadcast (Fade v)\n\ndefine Test - Win\nif <<touching (wincheck v)?> and <[213] < (x)>> then\n set [turn v] to [E]\nend\n\nwhen I receive [run off v]\nglide (.7) secs to x: (245) y: (y position)\n\nwhen I receive [run off v]\nrepeat (10)\n wait (.04) seconds\n change [ghost v] effect by (10)\nend\nwait (.1) seconds\nbroadcast (EFade v)\n\nwhen I receive [estart v]\nset [ghost v] effect to (0)\nset [x v] to [218]\nPosition\nwait (5) seconds\nif <(TURN) = [E]> then\n set [turn v] to [ED2]\n broadcast (Run Off v)\nend\n\nwhen flag clicked\nforever\n if <(TURN) = [O]> then\n if <[2] < (step)> then\n set [step v] to [1]\n end\n if <<(in air) = [0]> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n set [moving v] to [Y]\n else\n set [moving v] to [N]\n end\n if <(moving) = [Y]> then\n start sound (step)\n if <key (left arrow v) pressed?> then\n wait (.8) seconds\n else\n wait (.6) seconds\n end\n change [step v] by (1)\n end\n end\nend\n\nset volume to (0) %\n\nwhen flag clicked\nset [level v] to [1]\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (x position)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n set volume to (VOLUME) %\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\n\n@Eurydice\n\nwhen I receive [startlevel v]\nswitch costume to (1 v)\nGame On\nset [ghost v] effect to (50)\n\ndefine Game On\nset [x v] to [-227]\nset [y v] to [-113]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [step v] to [1]\nset [moving v] to [N]\nset [lyre v] to [N]\nPosition\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n switch costume to (2 v)\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (1 v)\n change [sx v] by (2)\nend\nif <(x) < [-245]> then\n set [x v] to [-245]\nend\nif <[245] < (x)> then\n set [x v] to [245]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nif <[245] < (y)> then\n set [y v] to [245]\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nTest - Win\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) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nbroadcast (EFade v)\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (enemies v)?>> or <touching (souls v)?>> then\n set [turn v] to [ED]\nend\n\ndefine Game - Win\nif <(backdrop [number v]) = [30]> then\n broadcast (End Fade v)\nelse\n change [level v] by (1)\n broadcast (Fade v)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\ndefine Game - Skip\nchange [level v] by (1)\nbroadcast (Fade v)\n\ndefine Test - Win\nif <<touching (wincheck v)?> and <[172] < (x)>> then\n set [turn v] to [W]\nend\n\nwhen I receive [estart v]\nswitch costume to (1 v)\nGame On\nrepeat until <not <(TURN) = [E]>>\n Tick\nend\nif <(TURN) = [W]> then\n Game - Win\nelse\n if <(TURN) = [S]> then\n Game - Skip\n else\n if <(TURN) = [ED]> then\n Game - Die\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(TURN) = [E]> then\n if <[2] < (step)> then\n set [step v] to [1]\n end\n if <<(in air) = [0]> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n set [moving v] to [Y]\n else\n set [moving v] to [N]\n end\n if <(moving) = [Y]> then\n start sound (step)\n wait (.6) seconds\n change [step v] by (1)\n end\n end\nend\n\nset volume to (0) %\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (x position)\nend\n\nwhen I receive [newlevel v]\nif <(backdrop [number v]) = [31]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n set volume to (VOLUME) %\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [startlevel v]\nswitch costume to (LEVEL)\nshow\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [startlevel v]\nswitch costume to (LEVEL)\nshow\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Enemies\n\nwhen flag clicked\nset [enemy# v] to [1]\nhide\n\nwhen I start as a clone\nif <(enemy#) = [1]> then\n go to x: (80) y: (-114)\n show\n forever\n if <(LYRE) = [N]> then\n switch costume to (ram-1 v)\n glide (.7) secs to x: (-70) y: (-113)\n glide (.1) secs to x: (-80) y: (-113)\n switch costume to (ram-2 v)\n glide (.7) secs to x: (70) y: (-113)\n glide (.1) secs to x: (80) y: (-113)\n else\n switch costume to (ram-sleep v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [21]> then\n create clone of (_myself_ v)\n change [enemy# v] by (1)\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [22]> then\n create clone of (_myself_ v)\n change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [2]> then\n show\n go to x: (-85) y: (-114)\n forever\n if <(LYRE) = [N]> then\n switch costume to (viper-2 v)\n glide (.8) secs to x: (pick random (10) to (80)) y: (-114)\n switch costume to (viper-1 v)\n glide (.8) secs to x: (pick random (-90) to (-50)) y: (-114)\n else\n switch costume to (viper-sleep v)\n end\n end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [23]> then\n repeat (3)\n create clone of (_myself_ v)\n change [enemy# v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(enemy#) = [3]> then\n show\n go to x: (-5) y: (-48)\n forever\n if <(LYRE) = [N]> then\n switch costume to (viper-1 v)\n else\n switch costume to (viper-sleep v)\n end\n end\nend\n\nwhen I start as a clone\nif <(enemy#) = [4]> then\n show\n go to x: (-175) y: (-2)\n forever\n if <(LYRE) = [N]> then\n switch costume to (viper-2 v)\n else\n switch costume to (viper-sleep2 v)\n end\n end\nend\n\nwhen I start as a clone\nif <(enemy#) = [5]> then\n show\n go to x: (0) y: (81)\n forever\n if <(LYRE) = [N]> then\n switch costume to (viper-1 v)\n else\n switch costume to (viper-sleep v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [24]> then\n repeat (2)\n create clone of (_myself_ v)\n change [enemy# v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(enemy#) = [6]> then\n go to x: (80) y: (-113)\n show\n forever\n if <(LYRE) = [N]> then\n switch costume to (ram-1 v)\n glide (.7) secs to x: (-70) y: (-113)\n glide (.1) secs to x: (-80) y: (-113)\n switch costume to (ram-2 v)\n glide (.7) secs to x: (70) y: (-113)\n glide (.1) secs to x: (80) y: (-113)\n else\n switch costume to (ram-sleep v)\n end\n end\nend\n\nwhen I start as a clone\nif <(enemy#) = [7]> then\n go to x: (-80) y: (-113)\n show\n forever\n if <(LYRE) = [N]> then\n switch costume to (ram-2 v)\n glide (.7) secs to x: (70) y: (-113)\n glide (.1) secs to x: (80) y: (-113)\n switch costume to (ram-1 v)\n glide (.7) secs to x: (-70) y: (-113)\n glide (.1) secs to x: (-80) y: (-113)\n else\n switch costume to (ram-sleep v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [25]> then\n create clone of (_myself_ v)\n change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [8]> then\n show\n go to x: (-125) y: (-114)\n forever\n if <(LYRE) = [N]> then\n switch costume to (viper-2 v)\n glide (1.1) secs to x: (pick random (90) to (125)) y: (-114)\n switch costume to (viper-1 v)\n glide (1.1) secs to x: (pick random (-125) to (-90)) y: (-114)\n else\n switch costume to (viper-sleep v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [27]> then\n create clone of (_myself_ v)\n change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [9]> then\n go to x: (10) y: (-113)\n show\n forever\n if <(LYRE) = [N]> then\n switch costume to (ram-1 v)\n glide (.7) secs to x: (-90) y: (-113)\n glide (.05) secs to x: (-100) y: (-113)\n switch costume to (ram-2 v)\n glide (.7) secs to x: (0) y: (-113)\n glide (.05) secs to x: (10) y: (-113)\n else\n switch costume to (ram-sleep v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [28]> then\n create clone of (_myself_ v)\n change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [10]> then\n go to x: (-86) y: (-113)\n show\n forever\n if <(LYRE) = [N]> then\n switch costume to (viper-1 v)\n else\n switch costume to (viper-sleep v)\n end\n end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Souls\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nwait (.001) seconds\nrepeat until <[11] < (backdrop [number v])>\n set [min v] to [-70]\n set [max v] to [55]\n create clone of (_myself_ v)\n wait (pick random (0) to (1)) seconds\nend\n\nwhen backdrop switches to [12 v]\nwait (.001) seconds\nrepeat until <[12] < (backdrop [number v])>\n set [min v] to [-146]\n set [max v] to [-98]\n create clone of (_myself_ v)\n wait (pick random (.7) to (1.2)) seconds\nend\n\nwhen backdrop switches to [12 v]\nwait (.001) seconds\nrepeat until <[12] < (backdrop [number v])>\n set [min v] to [-29]\n set [max v] to [18]\n create clone of (_myself_ v)\n wait (pick random (.6) to (1.2)) seconds\nend\n\nwhen backdrop switches to [12 v]\nwait (.001) seconds\nrepeat until <[12] < (backdrop [number v])>\n set [min v] to [87]\n set [max v] to [138]\n create clone of (_myself_ v)\n wait (pick random (.5) to (1.2)) seconds\nend\n\nwhen I receive [startlevel v]\ndelete this clone\n\nwhen backdrop switches to [13 v]\nwait (.001) seconds\nrepeat until <[13] < (backdrop [number v])>\n repeat (pick random (5) to (8))\n set [min v] to [-123]\n set [max v] to [-80]\n create clone of (_myself_ v)\n wait (pick random (.04) to (.1)) seconds\n end\n wait (1) seconds\nend\n\nwhen backdrop switches to [13 v]\nwait (.001) seconds\nrepeat until <[13] < (backdrop [number v])>\n wait (1) seconds\n repeat (pick random (3) to (6))\n set [min v] to [66]\n set [max v] to [114]\n create clone of (_myself_ v)\n wait (pick random (.04) to (.1)) seconds\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nswitch costume to (pick random (3) to (4))\nset size to (pick random (90) to (110)) %\ngo to x: (pick random (min) to (max)) y: (-178)\nset [speed v] to (pick random (0.9) to (1.5))\nshow\nrepeat (50)\n change y by (speed)\n change [ghost v] effect by (.5)\nend\nrepeat (17)\n change y by ((speed) * (.8))\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen backdrop switches to [14 v]\nwait (.001) seconds\nrepeat until <[14] < (backdrop [number v])>\n set [min v] to [-139]\n set [max v] to [139]\n create clone of (_myself_ v)\n wait (pick random (.1) to (.7)) seconds\nend\n\nwhen backdrop switches to [15 v]\nwait (.001) seconds\nrepeat until <[15] < (backdrop [number v])>\n repeat (5)\n set [min v] to [-44]\n set [max v] to [52]\n create clone of (_myself_ v)\n wait (pick random (.1) to (.25)) seconds\n end\n wait (pick random (1.4) to (1.7)) seconds\nend\n\nwhen backdrop switches to [16 v]\nwait (.001) seconds\nrepeat until <[16] < (backdrop [number v])>\n set [min v] to [-144]\n set [max v] to [140]\n create clone of (_myself_ v)\n wait (pick random (0) to (.5)) seconds\nend\n\nwhen backdrop switches to [17 v]\nwait (.001) seconds\nrepeat until <[17] < (backdrop [number v])>\n set [min v] to [-141]\n set [max v] to [139]\n create clone of (_myself_ v)\n wait (pick random (0) to (.8)) seconds\nend\n\nwhen backdrop switches to [18 v]\nwait (.001) seconds\nrepeat until <[18] < (backdrop [number v])>\n set [min v] to [-141]\n set [max v] to [139]\n create clone of (_myself_ v)\n wait (pick random (0) to (.8)) seconds\nend\n\nwhen backdrop switches to [19 v]\nwait (.001) seconds\nrepeat until <[19] < (backdrop [number v])>\n set [min v] to [-141]\n set [max v] to [98]\n create clone of (_myself_ v)\n wait (pick random (0) to (.8)) seconds\nend\n\nwhen backdrop switches to [20 v]\nwait (.001) seconds\nrepeat until <[20] < (backdrop [number v])>\n set [min v] to [-141]\n set [max v] to [139]\n create clone of (_myself_ v)\n wait (pick random (0) to (.8)) seconds\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@WinCheck\n\nwhen I receive [startlevel v]\nswitch costume to (LEVEL)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (122)\nswitch costume to (menu v)\nshow\nforever\n glide (1.3) secs to x: (0) y: (130)\n glide (1.3) secs to x: (0) y: (122)\nend\n\nwhen I receive [startlevel v]\nshow\nswitch costume to (LEVEL)\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I receive [cutscenes v]\nswitch costume to (c1 v)\nshow\n\nwhen I receive [scene change v]\nnext costume\n\n@Fader\n\ndefine Fade In\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [fade v]\nFade In\nif <<(TURN) = [W]> or <(TURN) = [S]>> then\n broadcast (NewLevel v)\nend\nbroadcast (StartLevel v)\nwait (.05) seconds\nFade Out\n\nwhen I receive [efade v]\nFade In\nset [turn v] to [E]\nbroadcast (EStart v)\nwait (.05) seconds\nFade Out\n\nwhen I receive [end fade v]\nFade In\nset [turn v] to [WW]\nswitch backdrop to (31 v)\nbroadcast (End v)\nwait (.5) seconds\nFade Out\n\nwhen I receive [startfade v]\nFade In\nbroadcast (Cutscenes v)\nwait (.2) seconds\nFade Out\nwait (4.6) seconds\nCutscene Fade\nwait (5) seconds\nCutscene Fade\nwait (4.4) seconds\nCutscene Fade\nwait (4.8) seconds\nCutscene Fade\nwait (5.4) seconds\nCutscene Fade\nwait (5.4) seconds\nCutscene Fade\nwait (4.4) seconds\nFade In\nwait (.2) seconds\nbroadcast (StartGame v)\nbroadcast (StartLevel v)\nbroadcast (NewLevel v)\nswitch backdrop to (1 v)\nFade Out\n\ndefine Cutscene Fade\nFade In\nbroadcast (Scene Change v)\nwait (.2) seconds\nFade Out\n\nwhen I receive [skip cutscenes v]\nFade In\nstop [other scripts in sprite v]\nbroadcast (StartGame v)\nbroadcast (NewLevel v)\nbroadcast (StartLevel v)\nFade Out\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (-108)\nswitch costume to (start v)\nswitch backdrop to (menu v)\nshow\n\nwhen this sprite clicked\nset [level v] to [1]\nbroadcast (StartFade v)\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen I receive [cutscenes v]\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Skip\n\nwhen flag clicked\ngo to x: (123) y: (153)\nhide\n\nwhen I receive [startlevel v]\nshow\n\nwhen this sprite clicked\nif <(backdrop [number v]) = [30]> then\n broadcast (End Fade v)\nelse\n set [turn v] to [S]\nend\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Mute\n\nwhen flag clicked\nset [volume v] to [100]\nhide\n\nwhen I receive [startlevel v]\nshow\n\nwhen this sprite clicked\nif <(VOLUME) = [100]> then\n set [volume v] to [0]\nelse\n set [volume v] to [100]\nend\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo to x: (200) y: (153)\nhide\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Overlay\n\nwhen I receive [startlevel v]\nshow\nswitch costume to (LEVEL)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo [forward v] (3) layers\n\nwhen backdrop switches to [31 v]\nhide\n\n@Time Indicator\n\nwhen flag clicked\ngo to x: (-170) y: (154)\nhide\n\nwhen I receive [newlevel v]\nif <(backdrop [number v]) = [31]> then\n hide\nelse\n repeat (10)\n switch costume to (5 v)\n show\n end\nend\n\nwhen I receive [estart v]\nswitch costume to (5 v)\nwait (.97) seconds\nrepeat (4)\n if <(TURN) = [E]> then\n next costume\n else\n stop [this script v]\n end\n wait (.97) seconds\nend\nif <<(TURN) = [ED2]> or <(TURN) = [E]>> then\n switch costume to (0 v)\nend\n\nwhen I receive [efade v]\nswitch costume to (5 v)\nshow\n\nwhen I receive [startgame v]\nswitch costume to (5 v)\nshow\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nhide\n\n@Cutscenes\n\nwhen I receive [cutscenes v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [scene change v]\nnext costume\n\nwhen I receive [startgame v]\nhide\n\n@SkipCutscenes\n\nwhen flag clicked\nhide\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [cutscenes v]\nshow\n\nwhen this sprite clicked\nbroadcast (Skip Cutscenes v)\n\nwhen I receive [startgame v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nswitch costume to (thumbnail v)\ngo to [front v] layer\nshow\n\n
- Orpheus (pronounced oar-fee-us) and Eurydice (pronounced yer-rid-uh-chee) is an ancient Greek myth, which this platformer is based on.\n- Full screen - spam the flag - have fun :)\n- In order to complete the level, you must be touching the platforms, all levels are possible\n- I know that the original myth doesn't end this way, I wanted to give mine a happier ending.\n\n-------------------------------Credits--------------------------------\nMusic - All soundtracks from One Shot\nSound Effects - Deltarune (Footsteps), Me (Lyre)\nCoding - scrolling platformer tutorial by @griffpatch, modified by me, the rest of the code is by me\nGraphics - Me, google images as references, google translate for the greek writing\n\n#Platformer #Game #Greek #Greece #Myth #Mythology #Love #Fun #Apollo #Hades
Vector (platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [DOOMROAR - Sagittarius \(feat v] until done\nend\n\n@hit box\n\nwhen flag clicked\nset [level v] to [1]\nset size to (90) %\nshow\nset [ghost v] effect to (100)\ngo to x: (-209) y: (-110)\nset [x v] to [0]\nset [y v] to [0]\nforever\n plat. [-0.7] [6] [0.7] [0.75] [5]\n if <touching (sprite1 v)?> then\n change [level v] by (1)\n go to x: (-209) y: (-110)\n end\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (-110)\n end\n if <key (r v) pressed?> then\n go to x: (-209) y: (-110)\n end\nend\n\ndefine plat. (gravity) (jump) (speed) (friction) (slope)\nchange y by (y)\nchange [y v] by (gravity)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (y) ) / (y)) = [-1]>> * (jump))\nend\nset [x v] to (((x) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (speed)))) * (friction))\nchange x by (x)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching color (#000000)?>>>\n change [slope v] by (-1)\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (slope)\n repeat until <not <touching color (#000000)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\nend\n\ndefine test \nchange [y v] by (-1)\nchange y by (y)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\nend\n\ntest \n\n@groud\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@vector\n\nwhen flag clicked\npoint in direction (90)\nset size to (90) %\nforever\n set rotation style [left-right v]\n broadcast (tick v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen I receive [tick v]\ngo to (hit box v)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n wait (0.07) seconds\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n end\n if <(costume [number v]) = [5]> then\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume1 v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (costume5 v)\n wait (0.3) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (75) %\ngo to x: (209) y: (-135.6)\nforever\n wait (0.1) seconds\n next costume\n if <(level) = [8]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (75) %\ngo to x: (-209) y: (-135.6)\nforever\n wait (0.1) seconds\n next costume\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\n
AWD or arrow keys to run and jump, don`t touch the red stuff and get from one portal to the other one to move on to the next level.
Adventure || A platformer #games #all
@Stage\n\nwhen [m v] key pressed\nif <(username) = [-zerx-]> then\n show variable [mouse v]\n set [mouse v] to (join (join [\(] (join [X: ] ((mouse x) + (SCROLL X)))) (join [, ] (join (join [Y: ] ((mouse y) + (SCROLL Y))) [\)])))\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n hide variable [mouse v]\n wait until <not <key (m v) pressed?>>\nend\n\nwhen flag clicked\nhide variables\nforever\n set [timer v] to ((timer) + (.0000000000001))\nend\n\nwhen [timer v] > (timer)\nhide variables\nbroadcast (thumbnail v)\nforever\n set [timer v] to ((timer) + (.0000000000001))\nend\n\ndefine hide variables\nhide variable [mouse v]\n\nwhen I receive [game v]\nforever\n play sound [JJD - Adventure \[NCS Release\] v] until done\n play sound [557117_Detious---Golden-Haze-Prev v] until done\nend\n\n@blank\n\n@player\n\ndefine calculate distance (x1) (y1) (x2) (y2)\nset [distance to win portal v] to ([sqrt v] of ((((y2) - (y1)) * ((y2) - (y1))) + (((x2) - (x1)) * ((x2) - (x1)))) )\n\ndefine point in direction (x) (y)\npoint in direction (((180) * <<(y position) > (y)> or <(y position) = (y)>>) + ([atan v] of (((x) - (x position)) / ((y) - (y position))) ))\n\nwhen I receive [green flag v]\nbroadcast (start game v)\n\nwhen I receive [play game v]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [blink v] to [yes]\nset rotation style [left-right v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [lives v] to [3]\nset [coins v] to (LAST COINS)\npoint in direction (90)\nclear graphic effects\nset size to (130) %\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <touching (trampoline v)?> then\n set [sy v] to [27]\n broadcast (bounce v)\nend\nif <touching (lava v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [sy v] to [16]\n else\n set [sy v] to ((sy) / (3))\n end\nend\nif <(x) < [-241]> then\n set [x v] to [-241]\nend\nchange [sy v] by (-2)\nChange player y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nswitch costume to (costume)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n repeat (8)\n change [y v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\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)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game - Die\nbroadcast (player death v)\nset [exit v] to []\nset rotation style [all around v]\nset [blink v] to [no]\nrepeat until <(y position) > [180]>\n change y by (10)\n turn right (15) degrees\n change [ghost v] effect by (10)\nend\n\nwhen I receive [game v]\nset [costume v] to [basic]\n\nwhen flag clicked\nforever\n if <(able to die) = [1]> then\n switch costume to (hitbox v)\n if <<<touching (lava v)?> or <touching (enemy v)?>> or <<touching (chainsaw v)?> or <touching (spikes v)?>>> then\n set [exit v] to [die]\n end\n switch costume to (costume)\n end\nend\n\nwhen I receive [game v]\nbroadcast (green flag v) and wait\n\nwhen I receive [game v]\nshow\nbroadcast (play game v) and wait\n\nwhen flag clicked\nhide\n\ndefine Game - Win\nset [last coins v] to (COINS)\nbroadcast (win v)\nset [exit v] to []\nset [blink v] to [no]\nset rotation style [all around v]\nrepeat (50)\n point in direction (win portal x) (win portal y)\n calculate distance (x position) (y position) (win portal x) (win portal y)\n turn right (65) degrees\n move ((distance to win portal) / (2)) steps\n change [ghost v] effect by (2)\n change size by (-1)\nend\nchange [level v] by (1)\n\nwhen flag clicked\nbroadcast (game v)\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(costume) = [ice]>> then\n create clone of (iceball v)\n wait until <not <key (space v) pressed?>>\n end\n if <<key (space v) pressed?> and <(costume) = [fire]>> then\n create clone of (fireball v)\n wait until <not <key (space v) pressed?>>\n end\n if <<key (space v) pressed?> and <(costume) = [logo]>> then\n broadcast (stick v)\n wait (1) seconds\n end\nend\n\nwhen I receive [tick v]\nif <(costume) = [logo]> then\n point in direction (90)\nend\n\nwhen I receive [game v]\nset [level v] to [1]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(LEVEL) > [3]> then\n clear graphic effects\n point in direction (90)\n switch costume to (costume)\n go to [front v] layer\n set size to (400) %\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n show\n end\nend\n\n@platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (lvl 1 1 v)\n set [x v] to [0]\n set [y v] to [-100]\n Clone at x: [800] y: [0]\n Clone at x: [228] y: [220]\nend\nif <(LEVEL) = [2]> then\n show\n switch costume to (lvl 2 1 v)\n set [x v] to [0]\n set [y v] to [-100]\n Clone at x: [600] y: [129]\n Clone at x: [600] y: [0]\nelse\n if <(LEVEL) = [3]> then\n show\n switch costume to (lvl 3 1 v)\n set [x v] to [0]\n set [y v] to [-100]\n Clone at x: [550] y: [129]\n Clone at x: [350] y: [129]\n Clone at x: [350] y: [129]\n Clone at x: [-200] y: [129]\n Clone at x: [-240] y: [129]\n Clone at x: [-260] y: [129]\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]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@coin\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Get coin v]\n change [coins v] by (1)\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [offset v] by (10)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [offset v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [192] y: [-28]\n Clone at x: [224] y: [-28]\n Clone at x: [256] y: [-28]\n Clone at x: [288] y: [-28]\n Clone at x: [507] y: [-28]\n Clone at x: [539] y: [-28]\n Clone at x: [978] y: [197]\n Clone at x: [1010] y: [197]\n Clone at x: [1042] y: [197]\n Clone at x: [1074] y: [197]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [192] y: [-28]\n Clone at x: [224] y: [-28]\n Clone at x: [256] y: [-28]\n Clone at x: [288] y: [-28]\n Clone at x: [507] y: [-28]\n Clone at x: [539] y: [-28]\n Clone at x: [1196] y: [45]\n Clone at x: [1418] y: [243]\n Clone at x: [1154] y: [347]\n Clone at x: [1184] y: [347]\n Clone at x: [1210] y: [347]\n Clone at x: [1240] y: [347]\n Clone at x: [1270] y: [347]\n else\n Clone at x: [621] y: [90]\n Clone at x: [960] y: [220]\n Clone at x: [990] y: [220]\n Clone at x: [1338] y: [343]\n Clone at x: [1306] y: [343]\n Clone at x: [953] y: [469]\n Clone at x: [985] y: [469]\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@lava\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) + ((8) * ([cos v] of (((timer) - (1)) * (150)) ))) - (SCROLL Y))\n\nwhen I receive [setup v]\ncreate level\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\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\ndefine create level\nhide\nswitch costume to (lvl 1 1 v)\nset [x v] to [400]\nset [y v] to [-130]\nif <(LEVEL) = [1]> then\n\n@chainsaw\n\nwhen I receive [tick v]\nturn right (7) degrees\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\ndefine Clone at x: (x) y: (y) size: (size)\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [783] y: [90] size: [100]\n Clone at x: [1134] y: [180] size: [75]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [377] y: [-50] size: [100]\n Clone at x: [1419] y: [140] size: [100]\n else\n Clone at x: [552] y: [50] size: [100]\n Clone at x: [1167] y: [420] size: [60]\n Clone at x: [1063] y: [445] size: [100]\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@spikes\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (lvl 1 1 v)\nset [x v] to [200]\nset [y v] to [-100]\nif <(LEVEL) = [1]> then\n Clone at x: [600] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n set [x v] to [1200]\n set [y v] to [0]\n else\n switch costume to (lvl 2 1 v)\n set [x v] to [900]\n set [y v] to [234]\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]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@enemy\n\nwhen I receive [tick v]\nPosition (((x) + (([cos v] of ((round (((timer) - (offset)) * (30))) * (1.5)) ) * (100))) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<<touching (iceball v)?> or <touching (fireball v)?>> or <touching (stick v)?>> then\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [offset v] by (10)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [offset v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [183] y: [-28]\n Clone at x: [545] y: [-28]\n Clone at x: [1232] y: [308]\n else\n Clone at x: [806] y: [594]\n Clone at x: [551] y: [723]\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@win portal\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (((y) + (([cos v] of ((round ((timer) * (100))) * (2)) ) * (10))) - (SCROLL Y))\nchange [size v] by (.25)\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nset [size v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1225] y: [234]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1042] y: [349]\n else\n Clone at x: [329] y: [764]\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [win portal x v] to (x position)\nset [win portal y v] to (y position)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Shop\n\nwhen flag clicked\nset [shopshown? v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n change size by (((120) - (size)) / (4))\n set [brightness v] effect to (-20)\n else\n change size by (((100) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [1]> then\n set [suceededgetout v] to [0]\n set [shopshown? v] to [1]\n go [forward v] (1) layers\n set size to (100) %\n set [ghost v] effect to (10)\n point in direction (90)\n go to x: (0) y: (-300)\n switch costume to (shop v)\n repeat until <(y position) > [-1]>\n change y by (((0) - (y position)) / (3))\n end\n go to x: (0) y: (0)\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n set [moveable v] to [0]\n end\n wait until <not <mouse down?>>\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n else\n repeat until <(suceededgetout) = [1]>\n wait until <mouse down?>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [suceededgetout v] to [0]\n wait until <not <mouse down?>>\n else\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I receive [shopbacktogame v]\nswitch costume to (shopbutton v)\ngo to x: (-300) y: (140)\npoint in direction (90)\nshow\nrepeat until <(x position) > [-200]>\n change x by (((-195) - (x position)) / (4))\nend\ngo to x: (-200) y: (140)\n\nwhen I receive [game v]\nset [last coins v] to [0]\nset size to (100) %\ngo to x: (-200) y: (140)\nshow\nswitch costume to (shopbutton v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n if <(LEVEL) > [3]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nset [moveable v] to [1]\ndelete all of [skins v]\nadd [basic] to [skins v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [2]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (basic v)\n forever\n go to x: (-130) y: (0)\n if <not <[skins v] contains [basic]?>> then\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(COINS) > [-1]> then\n start sound [REGISTER v]\n add [basic] to [skins v]\n change [coins v] by (0)\n switch costume to (basic v)\n set [costume v] to [basic]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(costume) = [basic]> then\n switch costume to (equippedbasic v)\n set [brightness v] effect to (-30)\n else\n switch costume to (boughtbasic v)\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [costume v] to [basic]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [3]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (logo v)\n forever\n go to x: (40) y: (0)\n if <not <[skins v] contains [logo]?>> then\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(COINS) > [9]> then\n start sound [REGISTER v]\n add [logo] to [skins v]\n change [coins v] by (-10)\n change [last coins v] by (-10)\n switch costume to (equippedlogo v)\n set [costume v] to [logo]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(costume) = [logo]> then\n switch costume to (equippedlogo v)\n set [brightness v] effect to (-30)\n else\n switch costume to (boughtlogo v)\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [costume v] to [logo]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [4]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (fire v)\n forever\n go to x: (-130) y: (-100)\n if <not <[skins v] contains [Fire]?>> then\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(COINS) > [19]> then\n start sound [REGISTER v]\n add [Fire] to [skins v]\n change [coins v] by (-20)\n change [last coins v] by (-20)\n switch costume to (equippedlogo v)\n set [costume v] to [fire]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(costume) = [fire]> then\n switch costume to (equippedfire v)\n set [brightness v] effect to (-30)\n else\n switch costume to (boughtfire v)\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [costume v] to [fire]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [5]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (ice v)\n forever\n go to x: (40) y: (-100)\n if <not <[skins v] contains [ice]?>> then\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(COINS) > [19]> then\n start sound [REGISTER v]\n add [ice] to [skins v]\n change [coins v] by (-20)\n change [last coins v] by (-20)\n switch costume to (equippedice v)\n set [costume v] to [ice]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(costume) = [ice]> then\n switch costume to (equippedice v)\n set [brightness v] effect to (-30)\n else\n switch costume to (boughtice v)\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\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [costume v] to [ice]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shopclear v]\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n delete this clone\nend\n\nwhen I receive [reset v]\nbroadcast (shopbacktogame v)\ndelete this clone\n\ndefine shopfast\nset [shopid v] to [1]\nrepeat (4)\n change [shopid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [shopbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [shopbeingtouched v] to [1]\n set [moveable v] to [0]\n else\n set [shopbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(skipbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [shopid v] to [1]\n create clone of (_myself_ v)\n broadcast (shop boiz v)\n repeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\n end\n shopfast\n hide\n go to x: (-24352345234) y: (-243524351)\n end\n end\nend\n\n@iceball\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (90)\nset [direction v] to ([direction v] of [player v])\ngo to (player v)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nshow\nrepeat until <touching (_edge_ v)?>\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <(direction) = [90]> then\n change [x v] by (15)\n point in direction (90)\n end\n if <(direction) = [-90]> then\n change [x v] by (-15)\n point in direction (-90)\n end\nend\ndelete this clone\n\nwhen I receive [player death v]\ndelete this clone\n\nwhen I receive [win v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (180)\n\n@fireball\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (90)\nset [direction v] to ([direction v] of [player v])\ngo to (player v)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nshow\nrepeat until <touching (_edge_ v)?>\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <(direction) = [90]> then\n change [x v] by (15)\n point in direction (90)\n end\n if <(direction) = [-90]> then\n change [x v] by (-15)\n point in direction (-90)\n end\nend\ndelete this clone\n\nwhen I receive [player death v]\ndelete this clone\n\nwhen I receive [win v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (180)\n\n@trampoline\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\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 [bounce v]\nstart sound [bounce v]\nswitch costume to (trampoline 1 v)\nrepeat (3)\n next costume\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen flag clicked\nset [color v] effect to (100)\n\n@money display\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n go to [front v] layer\n go to x: (193) y: (156)\n set size to (35) %\n if <<((round ((COINS) * (100))) / (100)) = [10]> or <((round ((COINS) * (100))) / (100)) > [10]>> then\n show\n switch costume to (letter (1) of (COINS))\n else\n hide\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n wait () seconds\n go to [front v] layer\n set size to (35) %\n switch costume to (0 v)\n set [brightness v] effect to (100)\n go to x: (263) y: (156)\n show\n repeat (10)\n change x by (((193) - (x position)) / (3))\n end\n forever\n go to [front v] layer\n set size to (35) %\n show\n if <(COINS) < [10]> then\n go to x: (193) y: (156)\n switch costume to (letter (1) of (COINS))\n else\n go to x: (207) y: (156)\n switch costume to (letter (2) of (COINS))\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(size) = [98]> then\n wait () seconds\n set size to (100) %\n go to [front v] layer\n switch costume to (money v)\n go to x: (263) y: (157)\n show\n repeat (10)\n change x by (((165) - (x position)) / (3))\n end\n forever\n go to x: (165) y: (157)\n set size to (100) %\n show\n switch costume to (money v)\n end\nend\n\nwhen I start as a clone\nif <(size) = [97]> then\n go to [front v] layer\n go [backward v] (1) layers\n wait () seconds\n set size to (100) %\n switch costume to (shading v)\n go to x: (100) y: (0)\n show\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n forever\n go to x: (0) y: (0)\n set size to (100) %\n show\n switch costume to (shading v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [game v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (98) %\ncreate clone of (_myself_ v)\nset size to (97) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(LEVEL) > [3]> then\n delete this clone\n end\nend\n\n@love fave follow\n\nwhen flag clicked\nshow\nset [y v] to [-200]\nforever\n set size to (400) %\n go to x: (x) y: (y)\n set size to (100) %\nend\n\nwhen I receive [game v]\nforever\n switch costume to (love fave follow v)\n repeat (10)\n change [y v] by (4)\n end\n repeat (4)\n change [y v] by (-1)\n end\n repeat (4)\n change [y v] by (1)\n end\n wait (4) seconds\n repeat (10)\n change [y v] by (-4)\n end\n wait (40) seconds\nend\n\nwhen I receive [loved and faved v]\nswitch costume to (loved and faved v)\nset [y v] to [-200]\nrepeat (10)\n change [y v] by (4)\nend\nrepeat (4)\n change [y v] by (-1)\nend\nrepeat (4)\n change [y v] by (1)\nend\nwait (4) seconds\nrepeat (10)\n change [y v] by (-4)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nbroadcast (loved and faved v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(Clone ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@stick\n\nwhen I receive [stick v]\nshow\ngo to [back v] layer\ngo to (player v)\npoint in direction (90)\nrepeat (12)\n go to (player v)\n turn right (30) degrees\nend\nhide\n\nwhen flag clicked\nhide\n\n@win\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n if <(LEVEL) > [3]> then\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
==instructions==\narrow keys or WASD to move\navoid red guys, spikes, and chainsaws\ntouch portals to advance levels (there are currently 3)\n==skins==\nBasic - nothing\nLogo - stick (space to swing)\nFire - fire ball (space to use)\nIce - Ice ball (space to use\n==credits==\n@griffpatch - for his awesome scrolling tutorial\n@plant2 - for the shop scripts\n@corpcooga - for the coin number engine\n@TimMcCool - for the love and fave detector\n==music==\nJJD - Adventure\nDetious - Golden haze\n⛔any ads will be reported⛔\n\nLove fave and follow for a sequel :D\n\nTags\n#game #games #scrolling #platformer #fire #ice #all\n\ncomment "fire" or "ice" or "logo" or "basic"
Platformer Creator
@Stage\n\nwhen I receive [next backdrop v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Pen\n\nwhen flag clicked\nerase all\npen up\nset pen color to (#000000)\nset pen size to (10)\ngo to [back v] layer\nset [size v] to [10]\nforever\n Go to mouse pointer\nend\n\nwhen flag clicked\nforever\n Draw\nend\n\ndefine Go to mouse pointer\ngo to (mouse-pointer v)\nset pen size to (Size)\n\nwhen I receive [lava v]\nset pen color to (#ff0000)\n\nwhen I receive [ground v]\nset pen color to (#000000)\n\nwhen I receive [green v]\nset pen color to (#35ff00)\n\nwhen flag clicked\nforever\n Size\nend\n\nwhen I receive [draw v]\nwait (0.5) seconds\nforever\n Draw\nend\n\nwhen I receive [draw v]\nforever\n Size\nend\n\nwhen I receive [test v]\nstop [other scripts in sprite v]\npen up\n\ndefine Draw\nif <(y position) < [-110]> then\n pen up\n stop [this script v]\nend\nif <(Draw?) = [1]> then\n if <mouse down?> then\n pen down\n else\n pen up\n end\nend\n\ndefine Size\nif <<<(mouse x) > [-130]> and <(mouse y) > [135]>> and <(mouse x) < [8]>> then\n if <mouse down?> then\n hide variable [size v]\n else\n show variable [size v]\n end\nelse\n hide variable [size v]\nend\n\nwhen I receive [draw v]\nforever\n Go to mouse pointer\nend\n\nwhen I receive [spawn point v]\nstop [other scripts in sprite v]\npen up\n\nwhen I receive [stop test v]\nbroadcast (Draw v)\n\nwhen I receive [erase all v]\nerase all\n\nwhen I receive [next backdrop v]\nstop [other scripts in sprite v]\npen up\n\n@Gray\n\nwhen I receive [test v]\nswitch costume to (costume2 v)\n\nwhen I receive [stop test v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\n\n@Colors\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Clone #) = [1]> then\n broadcast (Ground v)\n else\n if <(Clone #) = [2]> then\n broadcast (Lava v)\n else\n if <(Clone #) = [3]> then\n broadcast (Green v)\n else\n if <(Clone #) = [4]> then\n broadcast (Spawn point v)\n else\n broadcast (Erase all v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [test v]\nhide\n\nwhen flag clicked\ngo to x: (-195) y: (-148)\nswitch costume to (costume1 v)\nset [clone # v] to [1]\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [clone # v] by (1)\n change x by (75)\n next costume\nend\nchange x by (30)\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\nnext costume\nchange x by (120)\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\nnext costume\n\nwhen I receive [stop test v]\nif <(Clone #) < [6]> then\n show\nend\n\n@Start Stop\n\nwhen flag clicked\ngo to x: (-212) y: (154)\nswitch costume to (green flag v)\nset [clone # v] to [1]\nhide\nrepeat (2)\n create clone of (_myself_ v)\n change [clone # v] by (1)\n change x by (50)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Clone #) = [1]> then\n broadcast (Test v)\n else\n broadcast (Stop test v)\n end\n end\nend\n\n@Player\n\nwhen I receive [test v]\ngo to x: ([x position v] of [spawn point v]) y: ([y position v] of [spawn point v])\npoint in direction (90)\ngo to [back v] layer\nshow\nset [sy v] to [0]\nset [in air v] to [0]\nwait (0.3) seconds\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [sx v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [sx v] by (-2)\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) < [3]> then\n set [sy v] to [14]\n end\n end\n if <<touching color (#ff0000)?> or <(y position) < [-179]>> then\n go to x: ([x position v] of [spawn point v]) y: ([y position v] of [spawn point v])\n end\n if <touching color (#35ff00)?> then\n set [sy v] to [20]\n end\n change [sy v] by (-1.5)\n set [sx v] to ((sx) * (0.72))\n Change x by (sx)\n Change y by (sy)\nend\n\ndefine Change x by (sx)\nchange x by (sx)\nif <touching color (#000000)?> then\n repeat (12)\n change y by (1)\n if <not <touching color (#000000)?>> then\n stop [this script v]\n end\n end\n change y by (-12)\n repeat until <not <touching color (#000000)?>>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine Change y by (sy)\nchange y by (sy)\nchange [in air v] by (1)\nrepeat until <not <touching color (#000000)?>>\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 [sy v] to [0]\nend\n\nwhen I receive [stop test v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Spawn point\n\nwhen flag clicked\ngo to x: (-200) y: (20)\nshow\n\nwhen I receive [spawn point v]\nwait until <not <mouse down?>>\nrepeat until <mouse down?>\n go to (mouse-pointer v)\nend\nbroadcast (Draw v)\n\nwhen I receive [test v]\nhide\n\nwhen I receive [stop test v]\nshow\n\nwhen I receive [erase all v]\ngo to x: (-200) y: (20)\n\n@Next backdrop\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop1 v)\ngo to x: (220) y: (-84)\nset [draw? v] to [1]\nforever\n Mouse down?\nend\n\nwhen this sprite clicked\nbroadcast (Next Backdrop v)\nwait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nbroadcast (Draw v)\n\ndefine Mouse down?\nif <not <mouse down?>> then\n if <touching (mouse-pointer v)?> then\n set [draw? v] to [0]\n show\n else\n set [draw? v] to [1]\n hide\n end\nend\n\nwhen I receive [stop test v]\nforever\n Mouse down?\nend\n\nwhen I receive [test v]\nhide\nstop [other scripts in sprite v]\n\n@Preview\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Help\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (20)\nwait (10) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [test v]\nhide\n\n
Draw platformer, all instructions in the game.
Angry Birds - A Platformer                              #games
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [main_theme v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [air time v] to [0]\nset [max level v] to [1]\nset [level v] to [1]\nRespawn [-200] [-100]\nforever\n switch costume to (hitbox v)\n change [air time v] by (1)\n if <(air time) > [100]> then\n set [air time v] to [100]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [20]\n start sound [Seagulls2 v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n if <not <(level) = (max level)>> then\n Respawn [-210] [0]\n change [level v] by (1)\n end\n end\n if <<touching (rising lava v)?> or <touching (spikes v)?>> then\n if <<(level) = [11]> or <(level) = [15]>> then\n change [deaths on hard level v] by (1)\n end\n Respawn [-210] [0]\n end\n switch costume to (angry bird v)\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n start sound [Basketball Bounce v]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n start sound [Basketball Bounce v]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<touching (sprite1 v)?> or <(y position) < [-180]>> then\n start sound [Seagulls3 v]\n Respawn [-200] [100]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (Next Level v) and wait\n Respawn [-200] [100]\n end\nend\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nset [level v] to [13]\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n start sound [Crowd Gasp v]\n wait until <not <(level) = [14]>>\n end\n if <(level) = [15]> then\n start sound [Goal Cheer v]\n wait until <not <(level) = [15]>>\n end\nend\n\n@Exit\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nrepeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n
Help Red Bird get the eggs back from the pigs!\n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump!
Round || 90% pen platformer
@Stage\n\n@Game\n\nwhen I receive [a15-3 v]\nglide [-87] [-28]\nglide [-87] [-48]\nglide [-73] [-48]\nrelocate [-65] [-34]\nglide [-54] [-34]\nglide [-54] [-48]\nglide [-65] [-48]\nglide [-65] [-34]\nrelocate [-44] [-48]\nglide [-44] [-33]\nglide [-21] [-33]\nglide [-21] [-48]\nrelocate [-33] [-48]\nglide [-33] [-33]\nrelocate [-12] [-48]\nglide [-12] [-33]\nglide [12] [-33]\nglide [12] [-48]\nrelocate [0] [-48]\nglide [0] [-33]\nrelocate [20] [-39]\nglide [33] [-39]\nglide [33] [-33]\nglide [21] [-33]\nglide [21] [-48]\nglide [33] [-48]\nrelocate [41] [-48]\nglide [41] [-33]\nglide [54] [-33]\nglide [54] [-49]\nrelocate [64] [-29]\nglide [64] [-48]\nglide [70] [-48]\nrelocate [60] [-32]\nglide [70] [-32]\nrelocate [-55] [-90]\nset pen color to (#ff006e)\nglide [-55] [-68]\nglide [-44] [-68]\nrelocate [-45] [-79]\nglide [-55] [-79]\nrelocate [-38] [-74]\nglide [-26] [-74]\nglide [-26] [-89]\nglide [-38] [-89]\nglide [-38] [-74]\nrelocate [-16] [-67]\nglide [-16] [-90]\nrelocate [-7] [-90]\nglide [-7] [-67]\nrelocate [2] [-73]\nglide [14] [-73]\nglide [14] [-89]\nglide [2] [-89]\nglide [2] [-73]\nrelocate [21] [-73]\nglide [21] [-89]\nglide [45] [-89]\nglide [45] [-73]\nrelocate [32] [-73]\nglide [32] [-89]\nrelocate [-133] [-154]\n\ndefine glide (x) (y)\npen down\nglide (.075) secs to x: (x) y: (y)\n\ndefine relocate (x) (y)\npen up\ngo to x: (x) y: (y)\n\nwhen flag clicked\nerase all\n\ndefine ground\nset pen size to (70)\nset pen color to (#5f85e0)\npen up\ngo to x: (-231) y: (-172)\npen down\ngo to x: (235) y: (-172)\n\nwhen I receive [reset v]\nerase all\nif <(level) = [1]> then\n ground\nend\nif <(level) = [2]> then\n ground\n wall [-100] [-150] [200] [40]\n wall [100] [-150] [200] [40]\n lava [-70] [-120] [70] [-120]\n lava [-70] [-90] [70] [-90]\n lava [-70] [-60] [70] [-60]\n lava [-70] [-30] [70] [-30]\n lava [-70] [0] [70] [0]\nend\nif <(level) = [3]> then\n ground\n bouncy [75] [-150] [-75] [-150]\nend\nif <(level) = [4]> then\n ground\n lava [-100] [50] [150] [50]\n bouncy [-140] [-150] [30] [-150]\nend\nif <(level) = [5]> then\n ground\n wall [-91] [-154] [200] [80]\n lava [49] [90] [49] [-150]\n bouncy [-40] [-140] [10] [-140]\nend\nif <(level) = [6]> then\n ground\n Santing wall [-140] [-150] [40] [25]\n lava [-80] [-120] [220] [-120]\n lava [-40] [-80] [220] [-80]\n lava [0] [-40] [220] [-40]\nend\nif <(level) = [7]> then\n ground\n Lav with fat x: [0] y: [-150] x fin: [0] y fin: [180] Fat: [150]\n Telepoter x: [-100] y: [-150] x fin [-100] y fin: [100]\n Finish telepoter [100] [-150] [100] [100]\nend\nif <(level) = [8]> then\n ground\n Lav with fat x: [-50] y: [-150] x fin: [-50] y fin: [170] Fat: [50]\n Telepoter x: [-100] y: [-150] x fin [-100] y fin: [100]\n Finish telepoter [-10] [-150] [-10] [100]\n bouncy [0] [-150] [210] [-150]\nend\nif <(level) = [9]> then\n ground\n Wall with fat [220] [-150] [220] [150] [50]\n END WORDS\nend\n\ndefine wall (x) (y) (height) (fat)\nset pen color to (#5f85e0)\nset pen size to (fat)\npen up\ngo to x: (x) y: (y)\npen down\nchange y by (height)\n\ndefine lava (x start) (y start) (x fin) (y fin)\nset pen size to (50)\nset pen color to (#ff0000)\npen up\ngo to x: (x start) y: (y start)\npen down\ngo to x: (x fin) y: (y fin)\n\ndefine bouncy (x) (y) (x finish) (y finish)\nset pen size to (40)\nset pen color to (#fffa00)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x finish) y: (y finish)\n\ndefine Santing wall (x) (y) (x fin) (yfin)\nset pen size to (40)\nset pen color to (#5f85e0)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x fin) y: (yfin)\n\ndefine Lav with fat x: (x) y: (y) x fin: (x fin) y fin: (y fin) Fat: (fat)\nset pen size to (fat)\nset pen color to (#ff0000)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x fin) y: (y fin)\n\ndefine Telepoter x: (x) y: (y) x fin (x fin) y fin: (y fin)\nset pen size to (50)\nset pen color to (#1dff00)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x fin) y: (y fin)\n\ndefine Finish telepoter (x) (y) (x fin) (y fin)\nset pen size to (50)\nset pen color to (#59ff44)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x fin) y: (y fin)\n\ndefine Wall with fat (x) (y) (x fin) (yfin) (fat)\nset pen color to (#5f85e0)\nset pen size to (fat)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x fin) y: (yfin)\n\ndefine END WORDS\nset pen color to (#00f3e2)\nset pen size to (3)\nrelocate [-229] [161]\nglide [-213] [161]\nrelocate [-221] [161]\nglide [-221] [140]\nrelocate [-206] [162]\nglide [-207] [140]\nglide [-207] [153]\nglide [-194] [153]\nglide [-194] [140]\nrelocate [-185] [149]\nglide [-173] [149]\nglide [-173] [154]\nglide [-185] [154]\nglide [-185] [140]\nglide [-172] [140]\nrelocate [-156] [148]\nglide [-144] [148]\nglide [-144] [154]\nglide [-157] [154]\nglide [-157] [140]\nglide [-145] [140]\nrelocate [-136] [139]\nglide [-136] [153]\nglide [-123] [153]\nglide [-123] [139]\nrelocate [-102] [162]\nglide [-102] [140]\nglide [-114] [140]\nglide [-114] [153]\nglide [-104] [153]\nrelocate [-92] [162]\nglide [-92] [148]\nrelocate [-92] [142]\nglide [-92] [141]\nrelocate [-73] [161]\nglide [-73] [140]\nrelocate [-73] [150]\nglide [-58] [150]\nrelocate [-58] [161]\nglide [-58] [140]\nrelocate [-47] [154]\nglide [-36] [154]\nglide [-36] [141]\nglide [-47] [141]\nglide [-47] [154]\nrelocate [-26] [132]\nglide [-26] [154]\nglide [-15] [154]\nglide [-15] [141]\nglide [-26] [141]\nrelocate [-5] [148]\nglide [6] [148]\nglide [6] [154]\nglide [-5] [154]\nglide [-5] [140]\nglide [7] [140]\nrelocate [22] [155]\nglide [22] [144]\nglide [35] [144]\nglide [35] [155]\nglide [35] [132]\nglide [22] [132]\nrelocate [43] [153]\nglide [54] [153]\nglide [54] [141]\nglide [43] [141]\nglide [43] [153]\nrelocate [63] [155]\nglide [63] [140]\nglide [76] [140]\nglide [76] [155]\nrelocate [95] [148]\nglide [106] [148]\nglide [106] [154]\nglide [95] [154]\nglide [95] [140]\nglide [106] [140]\nrelocate [114] [140]\nglide [114] [154]\nglide [126] [154]\nglide [126] [140]\nrelocate [136] [164]\nglide [136] [163]\nrelocate [136] [155]\nglide [136] [132]\nglide [131] [132]\nrelocate [146] [154]\nglide [156] [154]\nglide [156] [141]\nglide [146] [141]\nglide [146] [154]\nglide [146] [154]\nrelocate [164] [155]\nglide [164] [144]\nglide [177] [144]\nglide [177] [155]\nglide [177] [132]\nglide [164] [132]\nrelocate [184] [148]\nglide [196] [148]\nglide [196] [154]\nglide [184] [154]\nglide [184] [140]\nglide [195] [140]\nrelocate [216] [162]\nglide [216] [140]\nglide [204] [140]\nglide [204] [154]\nglide [216] [154]\nrelocate [226] [162]\nglide [226] [148]\nrelocate [226] [142]\nglide [226] [141]\nset pen color to (#f8009b)\nrelocate [-132] [82]\nglide [-132] [104]\nglide [-120] [104]\nglide [-120] [93]\nglide [-132] [93]\nglide [-118] [83]\nbroadcast (a-152 v)\n\nwhen I receive [a-152 v]\nrelocate [-112] [92]\nglide [-99] [92]\nglide [-99] [98]\nglide [-112] [98]\nglide [-112] [83]\nglide [-99] [83]\nrelocate [-91] [83]\nglide [-91] [98]\nglide [-67] [98]\nglide [-67] [83]\nrelocate [-79] [83]\nglide [-79] [98]\nrelocate [-59] [92]\nglide [-46] [92]\nglide [-46] [97]\nglide [-58] [97]\nglide [-58] [83]\nglide [-46] [83]\nrelocate [-38] [83]\nglide [-38] [98]\nglide [-15] [98]\nglide [-15] [83]\nrelocate [-26] [83]\nglide [-26] [97]\nrelocate [-5] [105]\nglide [-5] [83]\nglide [7] [83]\nglide [7] [97]\nglide [-5] [97]\nrelocate [16] [92]\nglide [28] [92]\nglide [28] [97]\nglide [17] [97]\nglide [17] [83]\nglide [29] [83]\nrelocate [36] [82]\nglide [36] [97]\nglide [44] [97]\nrelocate [61] [102]\nglide [61] [83]\nglide [66] [83]\nrelocate [56] [98]\nglide [66] [98]\nrelocate [73] [96]\nglide [85] [96]\nglide [85] [84]\nglide [73] [84]\nglide [73] [96]\nrelocate [94] [84]\nglide [95] [84]\nrelocate [103] [84]\nglide [104] [84]\nrelocate [113] [84]\nglide [114] [84]\nrelocate [-46] [49]\nset pen color to (#00ffff)\nglide [-46] [27]\nglide [-34] [27]\nrelocate [-27] [41]\nglide [-16] [41]\nglide [-16] [28]\nglide [-27] [28]\nglide [-27] [41]\nrelocate [-9] [42]\nglide [-3] [27]\nglide [4] [42]\nrelocate [11] [36]\nglide [23] [36]\nglide [23] [41]\nglide [12] [41]\nglide [12] [27]\nglide [23] [27]\nrelocate [-33] [9]\nset pen color to (#bf00ff)\nglide [-46] [9]\nglide [-46] [-14]\nglide [-46] [-4]\nglide [-35] [-4]\nrelocate [-28] [2]\nglide [-17] [2]\nglide [-17] [-13]\nglide [-28] [-13]\nglide [-28] [-6]\nglide [-17] [-6]\nrelocate [-10] [2]\nglide [-3] [-14]\nglide [3] [2]\nrelocate [10] [-4]\nglide [23] [-4]\nglide [23] [1]\nglide [11] [1]\nglide [11] [-13]\nglide [22] [-13]\nrelocate [-73] [-28]\nset pen color to (#ff00d0)\nbroadcast (a15-3 v)\n\nwhen I receive [start v]\nhide\nset [level v] to [1]\nground\n\n@player\n\nwhen flag clicked\nhide variable [deaths v]\nhide\n\nwhen I receive [start v]\nset volume to (100) %\nbroadcast (reset v)\nplay sound [bensound-littleidea.mp3 v] until done\n\nwhen I receive [start v]\nshow variable [deaths v]\nshow\ngo to x: (-177) y: (10)\ngo to x: (-177) y: (12)\nhide variable [y v]\nhide variable [x v]\nset [x v] to [0]\nset [y v] to [0]\nset [deaths v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#5f85e0)?> then\n change y by (1)\n end\n if <touching color (#5f85e0)?> then\n change y by (1)\n end\n if <touching color (#5f85e0)?> then\n change y by (1)\n end\n if <touching color (#5f85e0)?> then\n change y by (1)\n end\n if <touching color (#5f85e0)?> 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)>>> and <(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 color (#5f85e0)?> 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 (#5f85e0)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n start sound [Crunch v]\n change [deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [222]> then\n start sound [Coin v]\n change [level v] by (1)\n broadcast (reset v)\n go to x: (-220) y: (-20)\n end\n if <[-150] > (y position)> then\n change [deaths v] by (1)\n go to x: (-217) y: (-20)\n end\n if <touching color (#fffa00)?> then\n change [y v] by (20)\n end\n if <touching color (#1cff00)?> then\n if <(level) = [7]> then\n go to x: (144) y: (-112)\n end\n if <(level) = [8]> then\n go to x: (20) y: (-112)\n end\n end\nend\n\n@THUMB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (1 v)\nrepeat (201)\n next costume\nend\nwait (2) seconds\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\n
I'm working on this to make it multiplayer!!\nFollow to stay tuned!! :D\n\nThis is my 1st Pen platformer!!! Finally this is shared!\nSorry, I you only have 8 levels, I can add a level every two days, until this game is over!!!!\nThis is only 90% pen, because the player and the intro is not pen.\nControls - \nArrow keys or wasd for moving.\nDon't touch red, its lava.\nIf you touch green it will teleport you to another place.\nIf you touch yellow, you will bounce.\nThanks for playing.\nFor more game like this, please follow me.\nThanks!I'm also trying to make a multiplayer game, follow me, so you don't miss it!\nUntil then bye!
(update) bounce dash - a mobile friendly platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@empty\n\nset [☁ world record v] to [10000]\n\n@player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset [game v] to [0]\nset [turbo mode on? v] to [0]\nbroadcast (reset level v) and wait\nreset timer\nforever\n repeat until <(game) > [0]>\n set [turbo mode detector v] to (timer)\n tick\n broadcast (tick v) and wait\n if <[0.000000001] > ((timer) - (turbo mode detector))> then\n set [turbo mode on? v] to [1]\n end\n end\n if <(game) = [1]> then\n win\n set [game v] to [0]\n change [level v] by (1)\n broadcast (transition v) and wait\n end\nend\n\ndefine tick\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nchange [xvel v] by ((((direction) * (5)) - (xvel)) / (7))\nchange x by (xvel)\nif <<touching (level v)?> or <touching (_edge_ v)?>> then\n repeat until <not <<touching (level v)?> or <touching (_edge_ v)?>>>\n if <(xvel) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <(xvel) > [0]> then\n set [direction v] to [-1]\n set [xvel v] to [-2]\n else\n set [direction v] to [1]\n set [xvel v] to [2]\n end\nend\nchange y by (-5)\nif <touching (level v)?> then\n change [dirvel v] by ((((xvel) * (2)) - (dirvel)) / (2))\nelse\n change [dirvel v] by (((0) - (dirvel)) / (10))\nend\nchange y by (5)\nturn right (dirvel) degrees\nchange [yvel v] by (-0.7)\nchange y by (yvel)\nif <<touching (level v)?> or <touching (_edge_ v)?>> then\n repeat until <not <<touching (level v)?> or <touching (_edge_ v)?>>>\n if <(yvel) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <(yvel) > [0]> then\n set [yvel v] to [0]\n else\n set [yvel v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <mouse down?>>>> then\n start sound [Jump v]\n set [yvel v] to [13]\n end\n end\nend\nif <touching (portal v)?> then\n set [game v] to [1]\nend\nset rotation style [all around v]\nswitch costume to (player v)\n\nwhen I receive [reset level v]\nclear graphic effects\nset [direction v] to [1]\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [dirvel v] to [0]\nset [portal frame v] to [0]\npoint in direction (90)\ngo to x: (-199) y: (-113)\nif <(level) = [8]> then\n hide\n stop [other scripts in sprite v]\nend\n\ndefine win\nstart sound [Win v]\nrepeat (25)\n change x by ((([x position v] of [portal v]) - (x position)) / (6))\n change y by ((([y position v] of [portal v]) - (y position)) / (6))\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@level\n\nwhen I receive [reset level v]\nswitch costume to (level)\n\n@portal\n\nwhen I receive [reset level v]\nif <(level) = [1]> then\n go to x: (190) y: (-95)\nelse\n if <(level) = [2]> then\n go to x: (190) y: (-95)\n else\n if <(level) = [3]> then\n go to x: (190) y: (60)\n else\n if <(level) = [4]> then\n go to x: (-190) y: (145)\n else\n if <(level) = [5]> then\n go to x: (-200) y: (45)\n else\n if <(level) = [6]> then\n go to x: (-200) y: (142)\n else\n if <(level) = [7]> then\n go to x: (200) y: (167)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nchange [portal frame v] by (1)\nchange y by (([sin v] of ((portal frame) * (5)) ) * (0.5))\n\nbroadcast (reset level v) and wait\n\n@transition\n\nwhen I receive [transition v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [time v] to [1]\nstart sound [\(2\) v]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [time v] to [0.8]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [time v] to [0.6]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nbroadcast (reset level v) and wait\n\nwhen I start as a clone\nshow\ngo to x: (-240) y: (180)\nrepeat (24)\n change x by (20)\n change y by (-20)\nend\nwait (time) seconds\nif <(time) = [1]> then\n start sound [\(2\) v]\nend\nrepeat (24)\n change x by (-20)\n change y by (20)\nend\ndelete this clone\n\n@Sprite1\n\nwhen I receive [reset level v]\nif <(level) = [8]> then\n if <(turbo mode on?) = [0]> then\n switch costume to (e v)\n else\n switch costume to (e2 v)\n end\n go to [front v] layer\n set [timer v] to ((round ((timer) * (10))) / (10))\n set [coin display 2 v] to (join (coins) [ / 27])\n if <(☁ world record) > (timer)> then\n if <(turbo mode on?) = [0]> then\n set [☁ world record v] to (timer)\n end\n end\n show variable [timer v]\n hide variable [coindisplay v]\n show variable [coin display 2 v]\n show variable [☁ world record v]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide variable [timer v]\nshow variable [coindisplay v]\nhide variable [coin display 2 v]\nhide variable [☁ world record v]\n\n@coins\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\nwhen I receive [tick v]\nset [coindisplay v] to (join [coins: ] (coins))\nswitch costume to ((timer) * (10))\nchange y by (([sin v] of (((portal frame) + ((x position) / (2.5))) * (5)) ) * (0.5))\nset [x, y v] to (join (mouse x) (join [ ] (mouse y)))\nif <touching (player v)?> then\n if <(collected?) = [0]> then\n start sound [Coin v]\n set [collected? v] to [1]\n change [coins v] by (1)\n end\nend\nif <(collected?) > [0]> then\n change y by (1)\n change [ghost v] effect by (10)\n change [collected? v] by (1)\nend\nif <(collected?) > [10]> then\n delete this clone\nend\n\ndefine clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset level v]\nclear graphic effects\ndelete this clone\n\nwhen I receive [reset level v]\nwait (0.1) seconds\nif <(level) = [1]> then\n clone [-75] [-100]\n clone [0] [-100]\n clone [75] [-100]\nelse\n if <(level) = [2]> then\n clone [-20] [-40]\n clone [40] [-40]\n else\n if <(level) = [3]> then\n clone [125] [-100]\n clone [200] [-100]\n else\n if <(level) = [4]> then\n clone [-20] [-40]\n clone [40] [-40]\n clone [0] [140]\n clone [-75] [140]\n else\n if <(level) = [5]> then\n clone [210] [55]\n clone [130] [55]\n clone [-40] [140]\n clone [-120] [140]\n else\n if <(level) = [6]> then\n clone [110] [160]\n clone [160] [160]\n clone [210] [160]\n else\n if <(level) = [7]> then\n clone [-75] [-100]\n clone [0] [-100]\n clone [75] [-100]\n clone [-75] [45]\n clone [0] [45]\n clone [-150] [45]\n clone [-30] [160]\n clone [45] [160]\n clone [120] [160]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [collected? v] to [0]\nshow\n\nbroadcast (reset level v) and wait\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
<<< controls >>>\njump = up arrow || space || w || click\n\n<<< extra >>>\nTry to complete the game and beat all the levels! And if you succeed then play again and try collecting all the coins. And maybe try to get a fast time?
Improved Mega Man X Scrolling Platformer Engine
@Stage\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [music v] to [3]\nrepeat (5)\n set [scroll x min v] to [0]\n set [scroll x max v] to [3450]\n set [scroll y max v] to [0]\n set [scroll y min v] to [0]\nend\nforever\n play sound (Music) until done\nend\n\nwhen I receive [teleportin v]\nset [music v] to [1]\nset volume to (0) %\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\nwait (3) seconds\nwait until <(Scroll X) > [3440]>\nif <(Boss Defeated?) = [0]> then\n set [checkpoint # v] to [1]\n set [scroll x min v] to [3450]\n broadcast (Boss Intro v)\nend\n\nwhen I receive [teleportin v]\nset [scroll y min v] to [0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [5000]\nif <<(Checkpoint #) = [1]> and <(Boss Defeated?) = [0]>> then\n set [scroll x v] to [3400]\n set [scroll y v] to [280]\n set [scroll y min v] to [280]\nelse\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\nwait (3) seconds\nset [scroll y min v] to [0]\n\nwhen I receive [boss intro v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [2]\nset volume to (0) %\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [die v]\nrepeat (10)\n change volume by (-10)\n set [scroll y v] to [0]\nend\n\nset [checkpoint # v] to [1]\nbroadcast (die v)\n\nwhen I receive [bossdie v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [resume stage music v]\nset [music v] to [1]\nset volume to (0) %\nstop all sounds\nrepeat (20)\n change volume by (5)\nend\nwait (3) seconds\nset [scroll y min v] to [0]\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n\nwhen I receive [teleportin v]\nset [falling? v] to [0]\nforever\n wait until <(falling?) > [3]>\n wait until <(falling?) < [2]>\n start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [take dmg v]\nstart sound [MMX08 v]\nbroadcast (KNOCKBACK v)\nset [takingdmg v] to [1]\nwait (.4) seconds\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [dash_int v] to [0]\nset [sliding?2 v] to [0]\n\nwhen flag clicked\nswitch costume to (idle3 v)\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nwhen I receive [slide v]\nset [dash_int v] to [0]\nreset timer\nrepeat until <<(timer) > [.1]> or <<not <key (c v) pressed?>> and <not <key (m v) pressed?>>>>\n set [dash cooldown v] to [0]\n set [sliding?2 v] to [1]\n start sound [MMX07 v]\n repeat until <<(timer) > [.5]> or <<not <key (c v) pressed?>> and <not <key (m v) pressed?>>>>\n repeat (1)\n change [dash_int v] by (1)\n if <(direction) = [90]> then\n set [speed x v] to [10]\n else\n set [speed x v] to [-10]\n end\n end\n end\nend\nset [dash_int v] to [0]\nset [sliding?2 v] to [0]\nwait (.25) seconds\nset [dash cooldown v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (10)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\n\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nrepeat (50)\n set [canmove? v] to [0]\nend\n\nwhen I receive [stuncheck v]\nif <(falling?) < [2]> then\n broadcast (STUNNED v)\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [hitboxsnap v]\nrepeat (3)\n go to (player v)\n change y by (10)\nend\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(Collide with ladder) = [0]> then\n if <(Collide with ladder) = [0]> then\n if <(dash_int) < [2]> then\n change [speed y v] by (-.5)\n change y by (speed y)\n end\n end\n end\n else\n if <(Collide with ladder) = [0]> then\n if <(Collide with ladder) = [0]> then\n if <(dash_int) < [2]> then\n change [speed y v] by (-.5)\n change y by (speed y)\n end\n end\n end\n end\n Touch Ground <(speed y) > [0]>\n if <<key (c v) pressed?> or <key (m v) pressed?>> then\n if <(dash cooldown) = [1]> then\n if <(takingdmg) = [0]> then\n broadcast (slide v)\n end\n end\n end\n if <(Walljump) > [0]> then\n change [walljump v] by (-1)\n end\n if <<> then\n if <(takingdmg) = [0]> then\n point in direction (-90)\n change [speed x v] by (-4)\n end\n end\n if <>> then\n if <(takingdmg) = [0]> then\n point in direction (90)\n change [speed x v] by (4)\n end\n end\n if <<<(Halt_Animations) = [1]> and <not <(falling?) > [3]>>> or <<<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (a v) pressed?> and <key (d v) pressed?>>>> then\n set [speed x v] to [0]\n end\n if <<not <<>> and <not <>>>> then\n set [speed x v] to ((speed x) * (0))\n end\n set [speed x v] to ((speed x) * (.65))\n if <(Collide with ladder) = [1]> then\n Walk (direction) (speed x)\n Touch Ground <(speed y) > [0]>\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <<(falling?) < [3]> or <(Jump_counter) = [1]>> then\n if <(Halt_Animations) = [0]> then\n if <(takingdmg) = [0]> then\n set [speed y v] to [8]\n set [jump_counter v] to [1]\n change y by (3)\n end\n end\n end\n else\n if <(dash_int) < [2]> then\n change [speed y v] by (-.7)\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <(CanMove?) = [1]> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [canmove? v] to [0]\nset [frame v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [-1]\n\nwhen I receive [knockback v]\nset [knock v] to [15]\nif <(direction) = [90]> then\n repeat (6)\n change [knock v] by (-2.5)\n Walk [90] ((knock) * (-1))\n end\nelse\n repeat (6)\n change [knock v] by (-2.5)\n Walk [-90] (knock)\n end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen I receive [teleportin v]\nset [a v] to [0]\nhide\nwait (.1) seconds\nset [scroll y v] to [0]\nset [speed y v] to [1]\nset [canmove? v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nchange y by (300)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (8)\n change y by (-20)\nend\nrepeat until <touching (ground v)?>\n change y by (-20)\nend\nset x to (0)\nchange y by (15)\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [fightstart? v] to [0]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n show\nend\n\nwhen flag clicked\nforever\n if <(falling?) < [3]> then\n set [jump_counter v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nforever\n wait (1) seconds\n wait until <(y position) < [-180]>\n set [health v] to [28]\n set [sliding?2 v] to [0]\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [megaman move w/ platform v]\nWalk (direction) [5]\n\nset [canmove? v] to [1]\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nset [dash cooldown v] to [1]\n\nwhen flag clicked\nset [double jump enabled? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n set [jump_counter v] to [0]\n wait until <(falling?) > [3]>\n wait until <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>>\n set [jump_counter v] to [1]\n wait until <<(falling?) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>>\n if <(falling?) < [4]> then\n set [jump_counter v] to [0]\n else\n set [jump_counter v] to [0]\n broadcast (Double Jump v)\n wait until <(falling?) > [15]>\n set [jump_counter v] to [0]\n end\n wait until <not <(falling?) > [3]>>\nend\n\nwhen I receive [teleportin v]\nforever\n wait until <(falling?) < [3]>\n start sound [MMX05 v]\n set [walljump v] to [0]\n wait until <(falling?) > [3]>\n start sound [MMX05 v]\nend\n\nwhen flag clicked\nset [dash_int v] to [0]\n\nif <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [6]>> then\n if <(Walljump) = [0]> then\n set [walljump v] to [15]\n set [speed x v] to ((speed) * (-10))\n set [speed y v] to <[] > [50]>\n change y by (4)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\n@Player\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [canmove? v] to [0]\nstop [other scripts in sprite v]\nrepeat (2)\n switch costume to (xouch1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\nend\nhide\nbroadcast (death animation v)\nrepeat (10)\n set [getting ouched ? v] to [0]\nend\n\nwhen flag clicked\nset [megaman costume v] to [1]\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<<(CanMove?) = [1]> and <(Dashing?) = [0]>> and <(Halt_Animations) = [0]>> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n set [mmx runcycle v] to [0]\n repeat until <<<(Halt_Animations) = [1]> or <([falling? v] of [hitbox v]) > [3]>> or <<not <<(Dashing?) = [0]> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>>>> or <(MMX RUNCYCLE) > [9]>>>\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n change [mmx runcycle v] by (1)\n if <(animations: using gun?2) = [1]> then\n if <(Dashing?) = [0]> then\n switch costume to (join [gunruncycle] (MMX RUNCYCLE))\n end\n else\n if <(Dashing?) = [0]> then\n switch costume to (join [runcycle] (MMX RUNCYCLE))\n end\n end\n wait (0) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n move (20) steps\n repeat until <<(x position) < [-230]> or <(x position) > [230]>>\n move (20) steps\n end\n delete this clone\nend\nif <(HEALTH) > [14]> then\n set size to (100) %\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n delete this clone\nend\n\ndefine death\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [holding? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\nbroadcast (X- death effect v)\nwait (1) seconds\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nif <(clone?) = [0]> then\n repeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n hide\n set [canmove? v] to [-1]\n go to [front v] layer\n switch costume to (1x v)\n wait (1.5) seconds\n go to x: (0) y: (899)\n show\n repeat (5)\n switch costume to (1x v)\n change y by (-35)\n end\n repeat until <touching (ground v)?>\n change y by (-35)\n end\n switch costume to (2x v)\n start sound [MMX04 v]\n repeat (9)\n wait (.02) seconds\n next costume\n end\nend\nwait (.1) seconds\nbroadcast (Enable Movement v)\nset [canmove? v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [bossdie v]\nset [canmove? v] to [-1]\nchange y by (-3)\nif <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(Megaman Costume) = [1]> then\n switch costume to (idle v)\n else\n switch costume to (join [idle] (Megaman Costume))\n end\n end\nelse\n repeat (10)\n if <(Megaman Costume) = [1]> then\n switch costume to (jump v)\n else\n switch costume to (join [jump] (Megaman Costume))\n end\n end\nend\nrepeat until <touching (ground v)?>\n change y by (-8)\nend\nchange y by (-6)\nif <(Megaman Costume) = [1]> then\n switch costume to (idle v)\nelse\n switch costume to (join [idle] (Megaman Costume))\nend\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\nset rotation style [left-right v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nif <(HEALTH) > [14]> then\n forever\n switch costume to (death v)\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [die v]\nset [health v] to [15]\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (15)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [teleportin v]\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <<not <(HEALTH) > [27]>> and <not <(CanMove?) = [-1]>>> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-28))\n end\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [-1]\nrepeat (10)\n change x by (5)\n wait (0) seconds\n repeat (2)\n change x by (-5)\n wait (0) seconds\n end\n change x by (5)\n wait (0) seconds\nend\nset [canmove? v] to [1]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2.2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [back to select v]\nswitch costume to (break2 v)\nrepeat until <(y position) > [178]>\n set [canmove? v] to [-1]\n change y by (20)\nend\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [take dmg v]\nrepeat (45)\n set [invincibility v] to [1]\nend\nset [invincibility v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n set [universal hold v] to (hold)\nend\n\nwhen I start as a clone\nwait until <touching (boss v)?>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [teleportin v]\nset size to (200) %\n\nwhen I receive [teleportin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nset [halt_animations v] to [0]\nset rotation style [left-right v]\nforever\n if <(Halt_Animations) = [0]> then\n if <(getting ouched ?) = [1]> then\n switch costume to (xouch1 v)\n wait (.05) seconds\n switch costume to (xouch2 v)\n wait (.05) seconds\n else\n if <(Dashing?) = [1]> then\n if <(animations: using gun?2) = [0]> then\n if <(dash_int) > [5]> then\n switch costume to (xdash3 v)\n else\n if <(dash_int) > [2]> then\n switch costume to (xdash2 v)\n else\n switch costume to (xdash1 v)\n end\n end\n else\n if <(dash_int) > [5]> then\n switch costume to (xgundash3 v)\n else\n if <(dash_int) > [2]> then\n switch costume to (xgundash2 v)\n else\n switch costume to (xgundash1 v)\n end\n end\n end\n else\n if <(CanMove?) = [1]> then\n if <([falling? v] of [hitbox v]) > [3]> then\n if <(Dashing?) = [0]> then\n if <(Walljump) > [5]> then\n if <(Walljump) > [10]> then\n switch costume to (xwallkick1 v)\n else\n switch costume to (xwallkick2 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [40]> then\n if <(animations: using gun?2) = [0]> then\n switch costume to (xjump6 v)\n else\n switch costume to (xgunjump7 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [35]> then\n if <(animations: using gun?2) = [0]> then\n switch costume to (xjump5 v)\n else\n switch costume to (xgunjump6 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [25]> then\n if <(animations: using gun?2) = [0]> then\n switch costume to (xjump4 v)\n else\n switch costume to (xgunjump5 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [10]> then\n if <(animations: using gun?2) = [0]> then\n switch costume to (xjump3 v)\n else\n switch costume to (xgunjump3 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [5]> then\n if <(animations: using gun?2) = [0]> then\n switch costume to (xjump2 v)\n else\n switch costume to (xgunjump2 v)\n end\n else\n if <(animations: using gun?2) = [0]> then\n switch costume to (xjump1 v)\n else\n switch costume to (xgunjump1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(Dashing?) = [0]> then\n Do [Walk]\n end\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(animations: using gun?2) = [1]> then\n if <(Dashing?) = [0]> then\n switch costume to (xfire1 v)\n if <(hold) < [5]> then\n if <not <([falling? v] of [hitbox v]) > [1]>> then\n repeat (3)\n wait (.05) seconds\n next costume\n end\n end\n end\n end\n else\n if <(Dashing?) = [0]> then\n switch costume to (IDLE_TICK)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [teleportin v]\nset [dashing? v] to [0]\nforever\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n set [hold v] to [0]\n create clone of (x buster v)\n repeat until <<(hold) > [39]> or <<not <key (space v) pressed?>> and <not <mouse down?>>>>\n change [hold v] by (1)\n end\n if <(hold) > [39]> then\n repeat until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n start sound [MMX02A v]\n set [brightness v] effect to (80)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n set [hold v] to [60]\n if <not <(HEALTH) > [14]>> then\n if <(CanMove?) = [1]> then\n create clone of (x buster v)\n start sound [MMX01 v]\n end\n end\n ChargeShot Animation\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n set [hold v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [dashing? v] to ([sliding?2 v] of [hitbox v])\nend\n\nwhen I receive [teleportin v]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nforever\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>> then\n if <(Ladder Climb Alternate) = [2]> then\n set [ladder climb alternate v] to [1]\n else\n set [ladder climb alternate v] to [2]\n end\n wait (.1) seconds\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [idle_tick v] to [1]\n repeat (15)\n change [idle_tick v] by (1)\n wait (.0) seconds\n end\nend\n\ndefine ChargeShot Animation\nrepeat (1)\n set [halt_animations v] to [1]\n switch costume to (xfire6 v)\nend\nrepeat (5)\n wait (.0) seconds\n next costume\nend\nset [halt_animations v] to [0]\n\n@ground\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nCreate\n\ndefine Create\nset [scroll x v] to [0]\nset [level_y v] to [0]\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nset size to (200) %\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (510)\nend\nset [level_y v] to [250]\nset [level_x v] to [0]\nswitch costume to (costume8 v)\nset size to (200) %\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (510)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [scroll x min v] to [0]\nhide\nbroadcast (SetUp v)\nset [scroll y v] to [0]\n\nbroadcast (Teleportin v)\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [420]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\n@X Buster\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nif <(Universal Hold) > [38]> then\n point in direction ([direction v] of [player v])\n show\n start sound [MMX03 v]\n set [lvlx v] to ((Scroll X) + ([x position v] of [player v]))\n set [lvl_y v] to ((Scroll Y) + ([y position v] of [player v]))\n go to [front v] layer\n change [lvlx v] by (([sin v] of (direction) ) * (25))\n if <(dash_int) > [0]> then\n change [lvlx v] by (([sin v] of (direction) ) * (25))\n change [lvl_y v] by (-3)\n else\n change [lvl_y v] by (7)\n end\n repeat until <touching (_edge_ v)?>\n change [lvlx v] by (([sin v] of (direction) ) * (25))\n end\n delete this clone\nelse\n switch costume to (costume2 v)\n point in direction ([direction v] of [player v])\n show\n start sound [MMX00 v]\n set [lvlx v] to ((Scroll X) + ([x position v] of [player v]))\n set [lvl_y v] to ((Scroll Y) + ([y position v] of [player v]))\n go to [front v] layer\n change [lvlx v] by (([sin v] of (direction) ) * (25))\n if <(dash_int) > [0]> then\n change [lvlx v] by (([sin v] of (direction) ) * (25))\n change [lvl_y v] by (-3)\n else\n change [lvl_y v] by (7)\n end\n wait (.05) seconds\n go [forward v] (1) layers\n next costume\n show\n wait (.05) seconds\n switch costume to (costume1 v)\n repeat until <touching (_edge_ v)?>\n change [lvlx v] by (([sin v] of (direction) ) * (25))\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to x: ((lvlX) - (Scroll X)) y: ((lvl_y) - (Scroll Y))\nend\n\nwhen I start as a clone\nwait until <touching (boss v)?>\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\nrepeat (1)\n go to x: ((lvlX) - (Scroll X)) y: ((lvl_y) - (Scroll Y))\nend\nswitch costume to (costume3 v)\nrepeat (1)\n go to x: ((lvlX) - (Scroll X)) y: ((lvl_y) - (Scroll Y))\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Universal Hold) > [38]> then\n forever\n switch costume to (costume4 v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\n\n@Blur Effect\n\nwhen flag clicked\nset [blur effect v] to [1]\nhide\nforever\n if <([canmove? v] of [hitbox v]) = [1]> then\n switch costume to ([costume name v] of [player v])\n if <(Blur Effect) = [1]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\npoint in direction ([direction v] of [player v])\ngo to (player v)\nset [ghost v] effect to (50)\nshow\nrepeat (5)\n change x by (([speed x v] of [hitbox v]) * (-1))\n change y by (([speed y v] of [hitbox v]) * (-1))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (.02) seconds\n\nwhen flag clicked\nforever\n wait until <key (p v) pressed?>\n set [blur effect v] to [0]\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n set [blur effect v] to [1]\n wait until <not <key (p v) pressed?>>\nend\n\n@Parallax\n\nwhen I receive [setup v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nCreate\n\ndefine Create\nswitch costume to (costume1 v)\nset size to (200) %\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Level_X) - (Scroll X)) + (([x position v] of [player v]) / (-25)))\n set y to ((Scroll Y) + (([y position v] of [player v]) / (-25)))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@background effects\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (.1) seconds\nend\n\nwhen I start as a clone\nset [lvlx v] to ((Scroll X) + (500))\nset size to (pick random (50) to (200)) %\nset [lvl_y v] to (((size) * (-1)) + (50))\nset [brightness v] effect to (([abs v] of ((size) + (-250)) ) * (-.2))\ngo [backward v] (([abs v] of ((size) + (-250)) ) * (.1)) layers\nshow\nrepeat (270)\n change [lvlx v] by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: ((lvlX) - (Scroll X)) y: ((lvl_y) - ((Scroll Y) / (10)))\n if <([abs v] of (x position) ) > (((size) * (1.5)) + (120))> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nwait (pick random (.5) to (15)) seconds\nrepeat (2)\n change [brightness v] effect by (25)\nend\nrepeat (2)\n change [brightness v] effect by (-25)\nend\n\nwhen I start as a clone\nwait until <(Blur Effect) = [0]>\ndelete this clone\n\n@rain that nobody asked for\n\nwhen I start as a clone\nwait (.03) seconds\nforever\n go to x: ((lvlX) - (Scroll X)) y: ((lvl_y) - (Scroll Y))\n if <<([abs v] of (x position) ) > [200]> or <([abs v] of (y position) ) > [170]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (.02) seconds\nend\n\nwhen I start as a clone\nset [lvlx v] to ((Scroll X) + (pick random (-250) to (350)))\nset size to (pick random (50) to (200)) %\nset [lvl_y v] to [500]\nrepeat (50)\n change [lvlx v] by (-10)\n change [lvl_y v] by (-20)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(Blur Effect) = [0]>\ndelete this clone\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@hpbar\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\nrepeat (10)\n set [health v] to [1]\nend\nforever\n wait until <(HEALTH) > [27]>\n broadcast (die v)\n wait (5) seconds\n set [health v] to [1]\n wait (.05) seconds\nend\n\nwhen I receive [take dmg v]\nif <(INVINCIBILITY) = [0]> then\n set [brightness v] effect to (60)\n wait (.2) seconds\nend\nclear graphic effects\nwait (.2) seconds\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (90)\ngo to x: (-125) y: (132)\nset size to (200) %\nclear graphic effects\nshow\nforever\n go to [front v] layer\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [die v]\nhide\nwait (6) seconds\nset [health v] to [1]\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [teleportin v]\ngo to [front v] layer\nset [invincibility v] to [0]\n\nwhen I receive [take dmg v]\nset [invincibility v] to [1]\nwait (.8) seconds\nset [invincibility v] to [0]\n\nwhen I receive [battle begin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nrepeat (10)\n set [health v] to [1]\nend\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@light\n\nwhen flag clicked\nshow\nforever\n if <([canmove? v] of [hitbox v]) = [1]> then\n show\n else\n hide\n end\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (35) layers\n set [ghost v] effect to (15)\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(Universal Hold) > [30]> then\n if <<key (space v) pressed?> or <mouse down?>> then\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (15)\nset [y v] to [0]\nchange y by (-40)\nchange x by (pick random (-30) to (30))\nrepeat (15)\n change [ghost v] effect by (4)\n change [y v] by (2)\n change y by (y)\nend\ndelete this clone\n\n@Doublejump\n\nwhen I start as a clone\nset [clone v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n next costume\n change x by (([speed x v] of [hitbox v]) * (-1))\n change y by (([speed y v] of [hitbox v]) * (-1))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\nwhen I receive [double jump v]\nif <(clone) = [0]> then\n start sound [MMX9E v]\n go to (player v)\n change y by (-30)\n change x by (-15)\n create clone of (_myself_ v)\n go to (player v)\n change y by (-30)\n change x by (15)\n create clone of (_myself_ v)\nend\n\n@x death\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [death animation v]\ngo to [front v] layer\ngo to (player v)\nset rotation style [left-right v]\npoint in direction (0)\nstart sound [MMX09 v]\nrepeat (15)\n create clone of (_myself_ v)\n turn right (35) degrees\nend\nwait (1) seconds\nbroadcast (Teleportin v)\n\nwhen I start as a clone\nswitch costume to (death1 v)\nshow\nrepeat (3)\n wait (.5) seconds\n next costume\nend\nwait (.5) seconds\ndelete this clone\n\nwhen I start as a clone\nset [z v] to [0]\nforever\n move (z) steps\n turn right (15) degrees\n change [z v] by (1)\nend\n\n@Boss\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [death animation v]\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [boss intro v]\nforever\n set y to ((Level_Y) - (Scroll Y))\nend\n\nwhen I receive [boss intro v]\nclear graphic effects\nwait (1) seconds\nbroadcast (Disable Movement v)\nwait (1) seconds\ngo to [front v] layer\nset x to (-150)\npoint in direction (-90)\nswitch costume to (robojump6 v)\nrepeat (10)\n set [level_y v] to [500]\nend\nset [y v] to [0]\nshow\nrepeat (15)\n change [level_y v] by (y)\n change [y v] by (-2)\nend\nset [level_y v] to [241]\nswitch costume to (robojump4 v)\nwait (.1) seconds\nswitch costume to (robo1 v)\nwait (1) seconds\nswitch costume to (robograb1 v)\nrepeat (4)\n wait (.1) seconds\n next costume\nend\nrepeat (4)\n wait (.1) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nwait (.1) seconds\nswitch costume to (robo1 v)\nbroadcast (bATTLE begin v)\n\nwhen I receive [battle begin v]\nforever\n if <touching (x buster v)?> then\n start sound [MMX9G v]\n broadcast (BossDMG v)\n set [brightness v] effect to (100)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [battle begin v]\nforever\n if <touching (hitbox v)?> then\n change [health v] by (6)\n broadcast (TAKE DMG v)\n wait (2) seconds\n end\nend\n\nwhen I receive [battle begin v]\nwait (2) seconds\nforever\n point towards (player v)\n turn right (180) degrees\n set [y v] to [25]\n switch costume to (robojump1 v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n repeat (10)\n move (-5) steps\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n next costume\n repeat until <(Level_Y) < [230]>\n move (-5) steps\n change [level_y v] by (y)\n change [y v] by (-2)\n end\n set [level_y v] to [241]\n switch costume to (robojump4 v)\n start sound [MMX52 v]\n wait (.1) seconds\n switch costume to (robo1 v)\n point towards (player v)\n turn right (180) degrees\n wait (.6) seconds\n switch costume to (robograb1 v)\n repeat (5)\n wait (.1) seconds\n next costume\n end\n point towards (player v)\n start sound [MMX69 v]\n turn right (180) degrees\n set [chain v] to [1]\n create clone of (_myself_ v)\n wait (0) seconds\n repeat (15)\n change [chain v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\n end\n repeat (1)\n wait (.1) seconds\n next costume\n end\n wait (.7) seconds\n repeat (6)\n wait (.1) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (.1) seconds\n switch costume to (robo1 v)\nend\n\nwhen I start as a clone\nif <(chain) = [1]> then\n switch costume to (roboclaw1 v)\nelse\n switch costume to (roboclaw2 v)\nend\ngo to [front v] layer\nchange [level_y v] by (-14)\nset [y v] to [0]\nchange x by (([sin v] of (direction) ) * (-36))\nrepeat ([abs v] of ((chain) + (-16)) )\n change x by (([sin v] of (direction) ) * ((y) * (-1)))\n change [level_y v] by (([cos v] of (direction) ) * ((y) * (-1)))\n change [y v] by (3)\nend\nset [y v] to [0]\nwait (1) seconds\nrepeat ([abs v] of ((chain) + (-16)) )\n change x by (([sin v] of (direction) ) * ((y) * (-1)))\n change [level_y v] by (([cos v] of (direction) ) * ((y) * (-1)))\n change [y v] by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n clear graphic effects\n set y to ((Level_Y) - (Scroll Y))\nend\n\nwhen I start as a clone\nif <(chain) = [1]> then\n forever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n wait (2) seconds\n end\n end\nend\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nif <[1] = [1]> then\n delete this clone\nend\nset [brightness v] effect to (0)\nrepeat (5)\n go to [front v] layer\nend\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@boss hp\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\nset [fightstart? v] to [1]\ngo to x: (135) y: (132)\npoint in direction (90)\nset size to (200) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (costume28 v)\nrepeat (27)\n start sound [MMX9S v]\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n if <(BOSS_INVINCIBLE) = [0]> then\n next costume\n if <(Universal Hold) > [38]> then\n next costume\n next costume\n next costume\n end\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\n end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (hpbar v)\n\nwhen I receive [die v]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nset [ghost v] effect to (5)\nswitch costume to (dmg v)\ngo to [front v] layer\nshow\nstart sound [sfx6 v]\nrepeat (6)\n go to (boss v)\nend\ndelete this clone\n\n@Transition Effect\n\nwhen flag clicked\nset [boss defeated? v] to [0]\nhide\n\nwhen I receive [die v]\nwait (1.6) seconds\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nchange [brightness v] effect by (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (25)\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [bossdie v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nchange [brightness v] effect by (100)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (Enable Movement v)\nbroadcast (Resume Stage Music v)\nset [scroll x min v] to [0]\n\nwhen I receive [bossdie v]\nset [z v] to [.5]\nrepeat (30)\n create clone of (_myself_ v)\n change [z v] by (-.05)\n wait (z) seconds\nend\n\nwhen I start as a clone\ngo to (boss v)\nchange y by (pick random (-50) to (50))\nchange x by (pick random (-50) to (50))\nclear graphic effects\nswitch costume to (explode1 v)\nset size to (200) %\nstart sound [MMX29 v]\ngo to [front v] layer\nshow\nrepeat (6)\n wait (.05) seconds\n next costume\nend\nwait (.05) seconds\ndelete this clone\n\nwhen I receive [start v]\nstart sound [fanfare v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nchange [brightness v] effect by (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (25)\n go to [front v] layer\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Teleportin v)\nhide\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Menu\n\nwhen flag clicked\nset [able to select? v] to [1]\nclear graphic effects\ngo to x: (0) y: (999)\nswitch costume to (mega-man-x-3 v)\nhide\nrepeat (3)\n wait (.1) seconds\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n glide (.5) secs to x: (0) y: (100)\nend\nif <(costume [number v]) = [2]> then\n glide (.5) secs to x: (0) y: (0)\nend\nif <(costume [number v]) = [3]> then\n glide (.5) secs to x: (0) y: (-50)\nend\n\nwhen I start as a clone\nif <(costume [number v]) > [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\ndelete this clone\n\nwhen this sprite clicked\nif <(Able to Select?) = [1]> then\n if <(costume [number v]) = [2]> then\n set [able to select? v] to [0]\n broadcast (START v)\n end\n if <(costume [number v]) = [3]> then\n set [able to select? v] to [0]\n broadcast (How to Play v)\n end\nend\n\n@how to basic\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<mouse down?> or <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [able to select? v] to [1]\n\nwhen I receive [teleportin v]\nset [dash cooldown v] to [1]\nforever\n set [scroll y v] to (round (Scroll Y))\nend\n\n
★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n- Space to fire your blaster\n- Press C or M to dash\n- Press Up or W when in the air to Double Jump\n- Press P to toggle low-lag mode\n\n- Mobile supported as well\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nThis is a test project showcasing my version of the game engine from the SNES game, Mega Man X. It retains all features from the original, except with the Wall jump being replaced with a Double jump, along with many graphical enhancements.\n\nThere is no complete objective to this game. You can explore the level and make your way to the end and defeat the boss, so far, that is it.\n\n\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man. \n\n- Credit to Spriters Resource and Sprites Inc for additional sprites\n\n- Huge credit to LuckasOliver for player sprites\n\n- Music is from Mega Man X5 and Mega Man X Corrupted
Confusion Platformer - Moblie Friendly
@Stage\n\nrepeat (35)\n\nclear graphic effects\n\nwhen I receive [game start v]\nforever\n if <[637] > (ScrollY)> then\n set [brightness v] effect to ((((637) - (ScrollY)) * ((55) / (747))) * (-1))\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [game start v]\nwait (1) seconds\nforever\n play sound [Unlimited v] until done\nend\n\nset [pan left/right v] effect to (-100)\nset [pan left/right v] effect to (100)\n\nwhen I receive [game start v]\nset [pan effect v] to [0]\nforever\n repeat until <(round (Pan effect)) = ((Ear 2) * (100))>\n set volume to (🔊) %\n change [pan left/right v] effect by ((((Ear 2) * (100)) - (Pan effect)) / (10))\n change [pan effect v] by ((((Ear 2) * (100)) - (Pan effect)) / (10))\n end\n set [ear 2 v] to ((Ear 2) * (-1))\nend\n\n@Lag reducer\n\n@Lag reducer2\n\n@Ground\n\nwhen I start as a clone\nforever\n if <(Proceed) = [1]> then\n delete this clone\n end\n set [brightness v] effect to (🔅)\n go to x: ((scroller background: x) - (ScrollX)) y: ((scroller background: y) - (ScrollY))\n if <<((scroller background: x) - (ScrollX)) = (x position)> and <((scroller background: y) - (ScrollY)) = (y position)>> then\n show\n else\n hide\n end\nend\n\ndefine Deploy background at x: (x) y: (y)\nset [scroller background: x v] to (x)\nset [scroller background: y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Level Generation x: (length) y: (width)\nrepeat (length)\n switch costume to (((Counter x) + (1)) + (Costume counter))\n Deploy background at x: ((480) * (Counter x)) y: [0]\n set [current x v] to ((480) * (Counter x))\n set [counter y v] to [0]\n repeat ((width) - (1))\n next costume\n change [counter y v] by (1)\n change [costume counter v] by (1)\n Deploy background at x: (Current x) y: ((360) * (Counter y))\n end\n change [counter x v] by (1)\nend\n\nwhen I receive [game start v]\nif <(Replay) = [1]> then\n\nset [scrollx v] to [2000]\nset [scrolly v] to [1700]\n\n@Player\n\nwhen flag clicked\nset [replay v] to [0]\nset [language v] to (language::translate)\nhide\nforever\n set [brightness v] effect to (🔅)\n set volume to (🔊) %\nend\n\nbroadcast (Game Start v)\n\ndefine Physics\nif <not <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n change [y v] by (-0.5)\nelse\n set [y v] to [0]\nend\nchange y by (y)\nchange y by (1)\nY collision\nDON'T GO DOWN!!!!!!!!!!!!!!!!!!!!\nif <<<key ((Right) v) pressed?> or <key ((d) v) pressed?>> or <<<mouse down?> and <(mouse x) > ((x position) + (15))>> and <([costume name v] of [normal toggle v]) = [Normal]>>> then\n point in direction (90)\n change [x v] by (((1) + (x Boost)) + (Shop boost))\nend\nif <<<key ((Left) v) pressed?> or <key ((a) v) pressed?>> or <<<mouse down?> and <(x position) > ((mouse x) + (15))>> and <([costume name v] of [normal toggle v]) = [Normal]>>> then\n point in direction (-90)\n change [x v] by (((-1) + (x Boost)) - (Shop boost))\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change x by ((x) * (-1))\n change x by ((([abs v] of ([ceiling v] of (x) ) ) / ([ceiling v] of (x) )) * (-1))\n if <<<key ((up) v) pressed?> or <key ((w) v) pressed?>> or <<<mouse down?> and <(mouse y) > ((y position) + (15))>> and <([costume name v] of [normal toggle v]) = [Normal]>>> then\n set [y v] to ((7) + (y Boost))\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n if <[0] > (x)> then\n set [x v] to [7]\n else\n set rotation style [left-right v]\n end\n end\n end\nend\nchange y by (-1)\nif <<<<key ((up) v) pressed?> or <key ((w) v) pressed?>> or <<<mouse down?> and <(mouse y) > ((y position) + (15))>> and <([costume name v] of [normal toggle v]) = [Normal]>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n set [y v] to ((5) + (y Boost))\nend\nchange y by (y)\nchange y by (1)\nY collision\nchange y by (-1)\nchange [scrollx v] by (x position)\nchange [scrolly v] by (y position)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nswitch costume to (5 v)\nrepeat (8)\n go to x: ((x position) - (x)) y: ((y position) - (y))\n change size by (-15)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [dead v]\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nif <(Checkpoint ID) = [0]> then\n set [scrollx v] to [360]\n set [scrolly v] to [720]\n repeat (2)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.05) seconds\n end\n switch costume to (1 v)\nend\nif <(Checkpoint ID) = [1]> then\n set [scrollx v] to [2600]\n set [scrolly v] to [655]\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.05) seconds\n end\n switch costume to (1 v)\nend\nif <(Checkpoint ID) = [2]> then\n set [scrollx v] to [2100]\n set [scrolly v] to [-105]\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.05) seconds\n end\n switch costume to (1 v)\nend\nif <(Checkpoint ID) = [3]> then\n set [scrollx v] to [230]\n set [scrolly v] to [-111]\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.05) seconds\n end\n switch costume to (1 v)\nend\nif <(Checkpoint ID) = [4]> then\n set [scrollx v] to [208]\n set [scrolly v] to [1488]\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.05) seconds\n end\n switch costume to (1 v)\nend\n\ndefine Type: (sentence)\nset [say counter v] to [1]\nrepeat (length of (sentence))\n start sound [eh v]\n set [join word v] to (join (Join word) (letter (Say Counter) of (sentence)))\n say (Join word)\n change [say counter v] by (1)\nend\n\nwhen I receive [start physics v]\nswitch costume to (1 v)\nset [slope v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [zz item counter v] to [0]\nset rotation style [left-right v]\nif <(Replay) = [1]> then\n stop [this script v]\nelse\n repeat until <touching (tree god v)?>\n Physics\n if <<touching (spikes v)?> or <[-205] > (ScrollY)>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Dead v) and wait\n end\n end\n stop [this script v]\nend\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nset [checkpoint id v] to [0]\nset [slope v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nif <(Replay) = [1]> then\n stop [this script v]\nelse\n repeat until <touching (ground v)?>\n Physics\n end\n set [x v] to [0]\n set [y v] to [0]\n set [join word v] to []\n say (join (translate [Hello] to ((Language) v)::translate) (join [ ] (join (username) [!])))\n wait (1) seconds\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n Type: (translate [ I will give you the instructions of the game.] to ((Language) v)::translate)\n wait (1) seconds\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n set [join word v] to []\n if <([costume name v] of [normal toggle v]) = [Confuse]> then\n Type: (translate [Use arrow keys or WASD keys to move.] to ((Language) v)::translate)\n else\n Type: (translate [Tap around to move. Or Use arrow keys or WASD keys to move. ] to ((Language) v)::translate)\n end\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n wait (1) seconds\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n if <([costume name v] of [normal toggle v]) = [Confuse]> then\n set [join word v] to []\n Type: (translate [For now, move to the signboard at the right by moving left.] to ((Language) v)::translate)\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n repeat until <<<<key ((up) v) pressed?> or <key ((w) v) pressed?>> or <<key ((Right) v) pressed?> or <key ((d) v) pressed?>>> or <<key ((Left) v) pressed?> or <key ((a) v) pressed?>>>\n repeat until <touching (signboard v)?>\n Physics\n end\n end\n set [x v] to [0]\n set [y v] to [0]\n set [join word v] to []\n Type: (translate [Confused?] to ((Language) v)::translate)\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n wait (1) seconds\n set [join word v] to []\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n Type: (translate [Press \[space\] to read the sign] to ((Language) v)::translate)\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n wait (2) seconds\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n wait (0.5) seconds\n set [join word v] to []\n Type: (translate [This is a 'weird' world where controls are not the same.] to ((Language) v)::translate)\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n wait (1) seconds\n end\n set [join word v] to []\n Type: (translate [Your aim:] to ((Language) v)::translate)\n wait (0.5) seconds\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n Type: (translate [ Help me to reach to the treasure to go to the real world!!] to ((Language) v)::translate)\n wait (0.5) seconds\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n set [join word v] to []\n Type: (translate [Now you are on your own.] to ((Language) v)::translate)\n wait (0.5) seconds\n Type: (translate [ All the best. I will keep helping you.] to ((Language) v)::translate)\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Skip?) = [1]> then\n Broadcast\n stop [this script v]\n end\n if <([costume name v] of [normal toggle v]) = [Confuse]> then\n Type: (translate [ And controls will be changing throughout the game.] to ((Language) v)::translate)\n wait (0.5) seconds\n say (translate [ And controls will be changing throughout the game.] to ((Language) v)::translate) for (2) seconds\n end\n say []\n set [join word v] to []\n set [x v] to [0]\n set [y v] to [0]\n set [scrolly v] to [700]\n Broadcast\nend\n\nrepeat (2)\n broadcast (Start Physics v)\n broadcast (platform v)\nend\n\nwhen I receive [game start v]\nshow\nswitch costume to (1 v)\nforever\n Blink [0.04]\nend\n\nwhen I receive [platform v]\nforever\n if <[85] > (ScrollX)> then\n say (translate [ Oh No! Floating platform is out of order!!] to ((Language) v)::translate) for (4) seconds\n stop [this script v]\n end\nend\n\ndefine Y collision\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n repeat ([ceiling v] of ([abs v] of (y) ) )\n change y by ((([abs v] of ([ceiling v] of (y) ) ) / ([ceiling v] of (y) )) * (-1))\n end\n change y by ((([abs v] of ([ceiling v] of (y) ) ) / ([ceiling v] of (y) )) * (-1))\n if <<[-6] > (y)> and <[0] > (ScrollY)>> then\n start sound [Land v]\n end\n set [y v] to [0]\nend\n\nset [up v] to [up arrow]\nset [left v] to [left arrow]\nset [right v] to [right arrow]\nset [a v] to [a]\nset [d v] to [d]\nset [w v] to [w]\n\nset [scrollx v] to [2800]\nset [scrolly v] to [1500]\n\ndefine DON'T GO DOWN!!!!!!!!!!!!!!!!!!!!\nrepeat (2)\n if <<<[-197] > (ScrollY)> and <(ScrollY) > [-250]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[637] > (ScrollY)> and <(ScrollY) > [620]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[852] > (ScrollY)> and <(ScrollY) > [840]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[-111] > (ScrollY)> and <(ScrollY) > [-194]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[-73] > (ScrollY)> and <(ScrollY) > [-77]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[-65] > (ScrollY)> and <(ScrollY) > [-71]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[-81] > (ScrollY)> and <(ScrollY) > [-90]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1726] > (ScrollY)> and <(ScrollY) > [1721]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1488] > (ScrollY)> and <(ScrollY) > [1480]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1496] > (ScrollY)> and <(ScrollY) > [1493]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1540] > (ScrollY)> and <(ScrollY) > [1546]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1529] > (ScrollY)> and <(ScrollY) > [1525]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1436] > (ScrollY)> and <(ScrollY) > [1432]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1408] > (ScrollY)> and <(ScrollY) > [1403]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1474] > (ScrollY)> and <(ScrollY) > [1471]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1513] > (ScrollY)> and <(ScrollY) > [1510]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1419] > (ScrollY)> and <(ScrollY) > [1416]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1497] > (ScrollY)> and <(ScrollY) > [1494]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1497] > (ScrollY)> and <(ScrollY) > [1494]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1348] > (ScrollY)> and <(ScrollY) > [1344]>> and <touching (ground v)?>> then\n change y by (1)\n end\n if <<<[1443] > (ScrollY)> and <(ScrollY) > [1440]>> and <touching (ground v)?>> then\n change y by (1)\n end\nend\n\ndefine Blink (time)\nswitch costume to (1 v)\nwait (time) seconds\nswitch costume to (2 v)\nwait (time) seconds\nswitch costume to (3 v)\nwait (time) seconds\nswitch costume to (4 v)\nwait (time) seconds\nswitch costume to (5 v)\nwait (time) seconds\nswitch costume to (4 v)\nwait (time) seconds\nswitch costume to (3 v)\nwait (time) seconds\nswitch costume to (2 v)\nwait (time) seconds\nswitch costume to (1 v)\nwait (4) seconds\n\nwhen I receive [game start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [are you dead?! v]\nhide\n\nwhen I receive [start physics v]\nif <<([costume # v] of [record?\(pls say no\) v]) = [1]> and <(Replay) = [0]>> then\n delete all of [xy test v]\n forever\n if <key (any v) pressed?> then\n repeat until <touching (tree god v)?>\n if <(Replay) = [0]> then\n add (join (join (join (round ((ScrollX) + (4000))) (round ((ScrollY) + (4000)))) ((direction) + (200))) (join (round ((x) + (500))) (round ((y) + (500))))) to [xy test v]\n end\n end\n end\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [replay v]\nwait (1) seconds\nset [replay v] to [1]\nrepeat (2)\n broadcast (Game Start v)\nend\nswitch costume to (1 v)\nset [checkpoint id v] to [0]\nset [slope v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [zz item counter v] to [0]\nset rotation style [left-right v]\nrepeat (length of [xy test v])\n change [zz item counter v] by (1)\n set [scrollx v] to ((join (join (letter (1) of (item (zz item counter) of [xy test v])) (letter (2) of (item (zz item counter) of [xy test v]))) (join (letter (3) of (item (zz item counter) of [xy test v])) (letter (4) of (item (zz item counter) of [xy test v])))) - (4000))\n set [scrolly v] to ((join (join (letter (5) of (item (zz item counter) of [xy test v])) (letter (6) of (item (zz item counter) of [xy test v]))) (join (letter (7) of (item (zz item counter) of [xy test v])) (letter (8) of (item (zz item counter) of [xy test v])))) - (4000))\n point in direction ((join (join (letter (9) of (item (zz item counter) of [xy test v])) (letter (10) of (item (zz item counter) of [xy test v]))) (letter (11) of (item (zz item counter) of [xy test v]))) - (200))\n set [x v] to ((join (join (letter (12) of (item (zz item counter) of [xy test v])) (letter (13) of (item (zz item counter) of [xy test v]))) (letter (14) of (item (zz item counter) of [xy test v]))) - (500))\n set [y v] to ((join (join (letter (15) of (item (zz item counter) of [xy test v])) (letter (16) of (item (zz item counter) of [xy test v]))) (letter (17) of (item (zz item counter) of [xy test v]))) - (500))\nend\nstop [this script v]\n\nrepeat until <touching (tree god v)?>\n\nwhen flag clicked\nset [checkpoint id v] to [0]\n\nwhen I receive [game start v]\nset [checkpoint id v] to [0]\n\nset [up v] to [up arrow]\nset [left v] to [right arrow]\nset [right v] to [left arrow]\nset [a v] to [d]\nset [d v] to [a]\nset [w v] to [w]\n\ndefine Broadcast\nbroadcast (Start Physics v)\nbroadcast (platform v)\nsay []\n\n@Grass\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <(Proceed) = [1]> then\n delete this clone\n end\n go to x: ((grass:x) - (ScrollX)) y: ((grass:y) - (ScrollY))\n set [brightness v] effect to (🔅)\n if <<(x position) = ((grass:x) - (ScrollX))> and <(y position) = ((grass:y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [ear v] to [1]\nforever\n set volume to (🔊) %\n if <touching (player v)?> then\n start sound [Single-footstep-in-grass-A-www v]\n set [ear v] to ((Ear) * (-1))\n set [pan left/right v] effect to ((Ear) * (100))\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait until <not <touching (player v)?>>\n else\n switch costume to (costume1 v)\n end\nend\n\nif then\nend\n\nwhen I receive [game start v]\nif <(Replay) = [0]> then\n set [grass:x v] to [262]\n set [grass:y v] to [620]\n repeat (2)\n repeat (14)\n create clone of (_myself_ v)\n change [grass:x v] by (40)\n end\n end\n create clone of (_myself_ v)\n change [grass:x v] by (40)\n repeat (4)\n create clone of (_myself_ v)\n change [grass:x v] by (40)\n set [grass:y v] to [835]\n end\n set [grass:y v] to [620]\n repeat (27)\n create clone of (_myself_ v)\n change [grass:x v] by (40)\n end\nend\n\nwhen I receive [game start v]\nset [timer 2222 v] to [0]\nset [pan left/right v] effect to (0)\nforever\n set [timer 2222 v] to ((timer) + (0.1))\nend\n\n@Spikes\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <(Proceed) = [1]> then\n delete this clone\n end\n go to x: ((Spike: x) - (ScrollX)) y: ((Spike: y) - (ScrollY))\n set [brightness v] effect to (🔅)\n if <<(x position) = ((Spike: x) - (ScrollX))> and <(y position) = ((Spike: y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nset [spike: x v] to [2285]\ncreate clone of (_myself_ v)\n\nwhen I receive [game start v]\nhide\nif <(Replay) = [0]> then\n set [spike: y v] to [636]\n point in direction (0)\n set [spike: x v] to [1430]\n create clone of (_myself_ v)\n point in direction (180)\n set [spike: x v] to [1570]\n create clone of (_myself_ v)\n point in direction (90)\n set [spike: x v] to [783]\n create clone of (_myself_ v)\n set [spike: x v] to [808]\n create clone of (_myself_ v)\n set [spike: x v] to [2310]\n create clone of (_myself_ v)\n set [spike: x v] to [2335]\n create clone of (_myself_ v)\n set [spike: x v] to [1550]\n set [spike: y v] to [851]\n create clone of (_myself_ v)\n set [spike: y v] to [-114]\n set [spike: x v] to [2345]\n create clone of (_myself_ v)\n set [spike: x v] to [2369]\n create clone of (_myself_ v)\n set [spike: x v] to [2392]\n create clone of (_myself_ v)\n set [spike: x v] to [2053]\n create clone of (_myself_ v)\n set [spike: x v] to [1919]\n repeat (10)\n set [spike: x v] to ((Spike: x) - (23))\n create clone of (_myself_ v)\n end\n set [spike: x v] to [603]\n set [spike: x v] to ((Spike: x) - (23))\n create clone of (_myself_ v)\n set [spike: x v] to [810]\n repeat (4)\n set [spike: x v] to ((Spike: x) - (23))\n create clone of (_myself_ v)\n end\n set [spike: x v] to [643]\n set [spike: y v] to [-201]\n create clone of (_myself_ v)\n set [spike: x v] to [859]\n create clone of (_myself_ v)\n point in direction (180)\n set [spike: x v] to [2725]\n set [spike: y v] to [632]\n repeat (13)\n set [spike: y v] to ((Spike: y) - (46))\n create clone of (_myself_ v)\n end\n point in direction (0)\n set [spike: x v] to [3025]\n set [spike: y v] to [991]\n repeat (20)\n set [spike: y v] to ((Spike: y) - (46))\n create clone of (_myself_ v)\n end\n point in direction (90)\n set [spike: x v] to [929]\n set [spike: y v] to [1428]\n create clone of (_myself_ v)\n set [spike: x v] to [2344]\n set [spike: y v] to [1495]\n create clone of (_myself_ v)\nend\n\nset [spike: x v] to [2322]\ncreate clone of (_myself_ v)\n\nset [spike: x v] to [1631]\ncreate clone of (_myself_ v)\n\nset [spike: y v] to [-114]\n\nrepeat (1)\nend\n\n@Checkpoint\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <(Proceed) = [1]> then\n delete this clone\n end\n go to x: ((checkpoint: x) - (ScrollX)) y: ((checkpoint: y) - (ScrollY))\n set [brightness v] effect to (🔅)\n if <<(x position) = ((checkpoint: x) - (ScrollX))> and <(y position) = ((checkpoint: y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n repeat (8)\n turn left (2.5) degrees\n end\n next costume\n change [checkpoint id v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nif <(Replay) = [0]> then\n switch costume to (costume2 v)\n point in direction (90)\n turn right (20) degrees\n hide\n set [checkpoint: x v] to [2600]\n set [checkpoint: y v] to [625]\n create clone of (_myself_ v)\n set [checkpoint: x v] to [2100]\n set [checkpoint: y v] to [-125]\n create clone of (_myself_ v)\n set [checkpoint: x v] to [230]\n set [checkpoint: y v] to [-131]\n create clone of (_myself_ v)\n set [checkpoint: x v] to [208]\n set [checkpoint: y v] to [1468]\n create clone of (_myself_ v)\nend\n\n@Signboard\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n set [brightness v] effect to (🔅)\n go to x: ((Sign: x) - (ScrollX)) y: ((Sign: y) - (ScrollY))\n if <<(x position) = ((Sign: x) - (ScrollX))> and <(y position) = ((Sign: y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nif <([costume name v] of [normal toggle v]) = [Normal]> then\n set [right v] to [right arrow]\n set [up v] to [up arrow]\n set [left v] to [left arrow]\n set [d v] to [d]\n set [w v] to [w]\n set [a v] to [a]\nelse\n set [right v] to [left arrow]\n set [up v] to [up arrow]\n set [left v] to [right arrow]\n set [d v] to [a]\n set [w v] to [w]\n set [a v] to [d]\n set [sign # v] to [1]\n switch costume to (board v)\n hide\n if <(Replay) = [0]> then\n set [sign: x v] to [400]\n set [sign: y v] to [645]\n create clone of (_myself_ v)\n set [sign: x v] to [2000]\n set [sign: y v] to [645]\n create clone of (_myself_ v)\n set [sign: x v] to [1500]\n set [sign: y v] to [-100]\n create clone of (_myself_ v)\n set [sign: x v] to [1406]\n set [sign: y v] to [1412]\n create clone of (_myself_ v)\n set [sign: x v] to [2504]\n set [sign: y v] to [1350]\n create clone of (_myself_ v)\n forever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n show\n set size to (0) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (Sign #)\n repeat (30)\n go to [front v] layer\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (((100) / (30)) * (-1))\n end\n go to [front v] layer\n set [ghost v] effect to (0)\n set size to (100) %\n wait until <key (space v) pressed?>\n go to [front v] layer\n wait until <not <key (space v) pressed?>>\n repeat (7)\n go to [front v] layer\n change size by (round (((10) - (size)) / (2)))\n change [ghost v] effect by ((100) / (7))\n end\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (10) %\n hide\n set size to (100) %\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Sign: x) = [400]> then\n set [right v] to [left arrow]\n set [up v] to [up arrow]\n set [left v] to [right arrow]\n set [d v] to [a]\n set [w v] to [w]\n set [a v] to [d]\n set [sign # v] to [1]\n stop [this script v]\n else\n if <(Sign: x) = [2000]> then\n set [right v] to [down arrow]\n set [up v] to [left arrow]\n set [left v] to [right arrow]\n set [d v] to [s]\n set [w v] to [a]\n set [a v] to [d]\n set [sign # v] to [2]\n stop [this script v]\n else\n if <(Sign: x) = [1500]> then\n set [right v] to [up arrow]\n set [up v] to [down arrow]\n set [left v] to [left arrow]\n set [d v] to [w]\n set [w v] to [s]\n set [a v] to [a]\n set [sign # v] to [3]\n stop [this script v]\n else\n if <(Sign: x) = [1406]> then\n set [right v] to [left arrow]\n set [up v] to [down arrow]\n set [left v] to [up arrow]\n set [d v] to [a]\n set [w v] to [s]\n set [a v] to [w]\n set [sign # v] to [4]\n stop [this script v]\n else\n if <(Sign: x) = [2504]> then\n set [right v] to [left arrow]\n set [up v] to [right arrow]\n set [left v] to [down arrow]\n set [d v] to [a]\n set [w v] to [d]\n set [a v] to [s]\n set [sign # v] to [5]\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\nset [scrollx v] to [1406]\nset [scrolly v] to [1500]\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\n go [forward v] (5) layers\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Booster\n\nwhen I start as a clone\nforever\n if <[60] > (distance to [player v])> then\n switch costume to (booster2 v)\n wait (0.15) seconds\n switch costume to (booster3 v)\n wait (0.15) seconds\n switch costume to (booster4 v)\n wait (0.15) seconds\n else\n switch costume to (booster v)\n set [x boost v] to [0]\n set [y boost v] to [0]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n go to x: ((Boost: x) - (ScrollX)) y: ((Boost: y) - (ScrollY))\n if <<(x position) = ((Boost: x) - (ScrollX))> and <(y position) = ((Boost: y) - (ScrollY))>> then\n show\n if <touching (signboard v)?> then\n go [backward v] (20) layers\n else\n go to [front v] layer\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Proceed) = [1]> then\n delete this clone\n end\n set [brightness v] effect to (🔅)\n if <<<(ScrollX) > [525]> and <[616] > (ScrollX)>> and <<(ScrollY) > [500]> and <[650] > (ScrollY)>>> then\n set [x boost v] to [0.9]\n else\n if <<<(ScrollX) > [2186]> and <[2258] > (ScrollX)>> and <<(ScrollY) > [500]> and <[650] > (ScrollY)>>> then\n set [x boost v] to [0.9]\n else\n if <<<(ScrollX) > [1878]> and <[2070] > (ScrollX)>> and <<(ScrollY) > [-130]> and <[-20] > (ScrollY)>>> then\n set [x boost v] to [-0.9]\n else\n if <<<(ScrollX) > [702]> and <[887] > (ScrollX)>> and <<(ScrollY) > [-200]> and <[-50] > (ScrollY)>>> then\n set [x boost v] to [-0.9]\n else\n set [x boost v] to [0]\n end\n end\n end\n end\n if <<[-110] > (ScrollX)> and <<(ScrollY) > [-120]> and <[1713] > (ScrollY)>>> then\n set [y boost v] to [3]\n else\n if <<<[762] > (ScrollX)> and <(ScrollX) > [680]>> and <<(ScrollY) > [-200]> and <[-70] > (ScrollY)>>> then\n set [y boost v] to [3]\n else\n set [y boost v] to [0]\n end\n end\n if <<touching (signboard v)?> or <touching (shop page v)?>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen I receive [game start v]\nhide\nif <(Replay) = [0]> then\n point in direction (90)\n set [x boost v] to [0]\n set [boost: x v] to [557]\n set [boost: y v] to [585]\n create clone of (_myself_ v)\n set [boost: x v] to [593]\n set [boost: y v] to [585]\n create clone of (_myself_ v)\n set [boost: x v] to [2204]\n set [boost: y v] to [585]\n create clone of (_myself_ v)\n set [boost: x v] to [2240]\n set [boost: y v] to [585]\n create clone of (_myself_ v)\n point in direction (-90)\n set [boost: x v] to [2047]\n set [boost: y v] to [-105]\n repeat (3)\n set [boost: x v] to ((Boost: x) - (36))\n create clone of (_myself_ v)\n end\n set [boost: x v] to [893]\n set [boost: y v] to [-232]\n repeat (4)\n set [boost: x v] to ((Boost: x) - (36))\n create clone of (_myself_ v)\n end\n point in direction (0)\n set [boost: x v] to [726]\n set [boost: y v] to [-150]\n create clone of (_myself_ v)\n set [boost: x v] to [-175]\n set [boost: y v] to [-111]\n create clone of (_myself_ v)\n set [boost: x v] to [-175]\n repeat (50)\n set [boost: y v] to ((Boost: y) + (36))\n create clone of (_myself_ v)\n end\nend\n\n@Deco\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n go to x: ((Deco: x) - (ScrollX)) y: ((Deco: y) - (ScrollY))\n set [brightness v] effect to (🔅)\n if <<(x position) = ((Deco: x) - (ScrollX))> and <(y position) = ((Deco: y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Radar]> then\n switch costume to (radar2 v)\n wait (0.3) seconds\n switch costume to (radar v)\n wait (0.7) seconds\n else\n end\nend\n\nwhen I receive [game start v]\ngo to [front v] layer\nhide\nif <(Replay) = [0]> then\n switch costume to (light v)\n set [deco: x v] to [2610]\n set [deco: y v] to [15]\n create clone of (_myself_ v)\n repeat (9)\n set [deco: x v] to ((Deco: x) - (240))\n set [deco: y v] to [15]\n create clone of (_myself_ v)\n end\n switch costume to (graph v)\n set [deco: x v] to [2000]\n set [deco: y v] to [-180]\n create clone of (_myself_ v)\n set [deco: x v] to [915]\n set [deco: y v] to [-170]\n create clone of (_myself_ v)\n switch costume to (radar v)\n set [deco: x v] to [2600]\n set [deco: y v] to [-180]\n create clone of (_myself_ v)\nend\n\n@Radar\n\nset drag mode [draggable v]\n\nset drag mode [not draggable v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n set [brightness v] effect to (🔅)\n go to x: ((Radar: x) - (ScrollX)) y: ((Radar: y) - (ScrollY))\n go to [front v] layer\n go [backward v] (1) layers\n if <<(x position) = ((Radar: x) - (ScrollX))> and <(y position) = ((Radar: y) - (ScrollY))>> then\n show\n turn right (5) degrees\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(Replay) = [0]> then\n switch costume to (costume1 v)\n set [radar: x v] to [2600]\n set [radar: y v] to [-180]\n create clone of (_myself_ v)\nend\n\n@Moving platforms\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (🔅)\n go to [front v] layer\n go to x: ((Platform: x) - (ScrollX)) y: ((Platform: y) - (ScrollY))\n if <<(x position) = ((Platform: x) - (ScrollX))> and <(y position) = ((Platform: y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <touching (shop page v)?> then\n go [backward v] (1) layers\n else\n go [forward v] (1) layers\n end\n if <(Platform: x) = [2850]> then\n if <[50] > (distance to [player v])> then\n repeat until <touching (ground v)?>\n change [platform: y v] by (-2)\n end\n change [platform: y v] by (-5)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n if <<(Platform: x) = [-95]> and <(Checkpoint ID) = [4]>> then\n delete this clone\n else\n go to [front v] layer\n if <touching (shop page v)?> then\n go [backward v] (1) layers\n else\n go [forward v] (1) layers\n end\n end\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [game start v]\nhide\nset [platform: x v] to [2850]\nset [platform: y v] to [610]\ncreate clone of (_myself_ v)\nset [platform: x v] to [-95]\nset [platform: y v] to [-152]\ncreate clone of (_myself_ v)\n\nwhen I receive [try replay v]\nrepeat (2)\n delete this clone\nend\n\n@Tree GOD\n\nwhen I receive [game start v]\nset size to (100) %\nswitch costume to (tree v)\nhide\nset [treasure: x v] to [2882]\nset [treasure: y v] to [1470]\ngo to x: ((Treasure: x) - (ScrollX)) y: (((Treasure: y) - (ScrollY)) + ((7) * ([cos v] of ((Timer 2222) * (200)) )))\nhide\nif <(Replay) = [0]> then\n repeat until <touching (player v)?>\n set [brightness v] effect to (🔅)\n go to x: ((Treasure: x) - (ScrollX)) y: (((Treasure: y) - (ScrollY)) + ((7) * ([cos v] of ((Timer 2222) * (200)) )))\n if <<(x position) = ((Treasure: x) - (ScrollX))> and <(y position) = (((Treasure: y) - (ScrollY)) + ((7) * ([cos v] of ((Timer 2222) * (200)) )))>> then\n show\n else\n hide\n end\n end\nelse\n hide\n go to x: (1265126) y: (514989)\nend\n\nwhen I receive [game start v]\nif <(Replay) = [1]> then\n go to x: (1265126) y: (514989)\nend\nhide\nwait (1) seconds\nhide\nforever\n if <(ScrollY) > [1000]> then\n forever\n if <touching (player v)?> then\n show\n change x by (10)\n Chomp [0.1]\n if <(Replay) = [0]> then\n set [join word v] to []\n Type: (translate [Trees are the treasure!] to ((Language) v)::translate)\n wait (2) seconds\n set [join word v] to []\n Type: (translate [CONGRATULATIONS!! YOU HAVE SUCCESSFULLY HELPED THE PLAYER TO REACH THE REAL WORLD!!!!!!!! \(or in my stomach\)] to ((Language) v)::translate)\n say (translate [CONGRATULATIONS!! YOU HAVE SUCCESSFULLY HELPED THE PLAYER TO REACH THE REAL WORLD!!!!!!!! \(or in my stomach\)] to ((Language) v)::translate) for (4) seconds\n broadcast (Try Replay v)\n stop [other scripts in sprite v]\n go to x: (1500) y: (1352)\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine Chomp (time)\nset size to (135) %\nswitch costume to (tree2 v)\nwait (time) seconds\nswitch costume to (tree3 v)\nwait (time) seconds\nstart sound [Bite v]\nswitch costume to (tree4 v)\nwait (time) seconds\nswitch costume to (tree5 v)\nwait (time) seconds\nbroadcast (Are you DEAD?! v)\nswitch costume to (tree6 v)\nwait (time) seconds\nswitch costume to (tree7 v)\nwait (time) seconds\n\nwhen flag clicked\ngo to x: (1265126) y: (514989)\nhide\n\ndefine Type: (sentence)\nset [say counter v] to [1]\nrepeat (length of (sentence))\n start sound [eh v]\n set [join word v] to (join (Join word) (letter (Say Counter) of (sentence)))\n say (Join word)\n change [say counter v] by (1)\nend\n\nwhen I receive [proceed v]\nhide\nstop [other scripts in sprite v]\n\nwhen [timer v] > (Timer)\nhide\ngo to x: (1265126) y: (514989)\n\nwhen I receive [game start v]\nrepeat until <(ScrollY) > [1000]>\n hide\nend\n\n@Professional Coins\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n go to x: ((Coin: x) - (ScrollX)) y: (((Coin: y) - (ScrollY)) + ((7) * ([cos v] of ((Timer 2222) * (200)) )))\n set [brightness v] effect to (🔅)\n if <<(x position) = ((Coin: x) - (ScrollX))> and <(y position) = (((Coin: y) - (ScrollY)) + ((7) * ([cos v] of ((Timer 2222) * (200)) )))>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [coin count v] by (1)\n repeat (10)\n change [coin: y v] by (4)\n go to x: ((Coin: x) - (ScrollX)) y: (((Coin: y) - (ScrollY)) + ((7) * ([cos v] of ((Timer 2222) * (200)) )))\n change [ghost v] effect by (10)\n change size by (5)\n end\n delete this clone\n else\n show\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\nrepeat ([tan v] of (90) )\n\nwhen I receive [game start v]\nset [coin count v] to [0]\nif <(Replay) = [0]> then\n switch costume to (coin1 v)\n go to [front v] layer\n hide\n set [coin: x v] to [920]\n repeat (5)\n set [coin: x v] to ((Coin: x) + (40))\n set [coin: y v] to [645]\n create clone of (_myself_ v)\n end\n set [coin: x v] to [1500]\n set [coin: y v] to [860]\n create clone of (_myself_ v)\n set [coin: x v] to [1735]\n repeat (4)\n set [coin: x v] to ((Coin: x) + (40))\n set [coin: y v] to [645]\n create clone of (_myself_ v)\n end\n set [coin: x v] to [2858]\n set [coin: y v] to [500]\n create clone of (_myself_ v)\n set [coin: x v] to [2858]\n set [coin: y v] to [275]\n create clone of (_myself_ v)\n set [coin: x v] to [2858]\n set [coin: y v] to [-50]\n create clone of (_myself_ v)\n set [coin: x v] to [2586]\n set [coin: y v] to [-102]\n repeat (3)\n set [coin: x v] to ((Coin: x) - (40))\n create clone of (_myself_ v)\n end\n set [coin: x v] to [1390]\n set [coin: y v] to [-102]\n repeat (5)\n set [coin: x v] to ((Coin: x) - (40))\n create clone of (_myself_ v)\n end\n set [coin: x v] to [490]\n repeat (3)\n set [coin: x v] to ((Coin: x) - (40))\n create clone of (_myself_ v)\n end\n set [coin: x v] to [640]\n set [coin: y v] to [1550]\n repeat (2)\n change [coin: x v] by (40)\n create clone of (_myself_ v)\n end\n set [coin: x v] to [1062]\n set [coin: y v] to [1538]\n create clone of (_myself_ v)\n set [coin: x v] to [1970]\n set [coin: y v] to [1522]\n repeat (3)\n change [coin: x v] by (-40)\n create clone of (_myself_ v)\n end\n set [coin: x v] to [1735]\n set [coin: y v] to [1483]\n repeat (2)\n change [coin: x v] by (-40)\n create clone of (_myself_ v)\n end\n set [coin: x v] to [2283]\n set [coin: y v] to [1506]\n create clone of (_myself_ v)\n set [coin: x v] to [313]\n set [coin: y v] to [1505]\n repeat (3)\n change [coin: x v] by (40)\n create clone of (_myself_ v)\n end\n set [coin: x v] to [-381]\n set [coin: y v] to [1735]\n repeat (4)\n change [coin: x v] by (40)\n create clone of (_myself_ v)\n end\nend\n\n@Just a clickbait\n\nwhen I receive [game start v]\nshow\nset [game start v] to [1]\nshow variable [coin count v]\nforever\n set [brightness v] effect to (🔅)\n go to x: (167) y: (164)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [coin count v]\nset [game start v] to [0]\nhide\n\nwhen I receive [set settings v]\nhide\n\nwhen I receive [get out of here v]\nif <(Game Start) = [1]> then\n show\nend\n\nwhen I receive [proceed v]\nhide\n\nwhen I receive [replay v]\nhide\nhide variable [coin count v]\n\n@settings\n\nwhen I receive [game start v]\nstop [other scripts in sprite v]\nset size to (50) %\nshow\nswitch costume to (settings v)\npoint in direction (0)\ngo to x: (-219) y: (161)\nforever\n set [brightness v] effect to (🔅)\n go to [front v] layer\n set [ghost v] effect to (30)\n point in direction ((150) * ([cos v] of (((Timer 2222) + (60)) * (75)) ))\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n wait until <not <mouse down?>>\n broadcast (Set Settings v)\n hide\n else\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((50) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen flag clicked\nset [🔅 v] to [0]\nset [🔊 v] to [100]\nset size to (100) %\nswitch costume to (home page v)\nshow\ngo to x: (-150) y: (-70)\npoint in direction (90)\nforever\n set [brightness v] effect to (🔅)\n point in direction (((10) * ([cos v] of (((timer) + (25)) * (350)) )) + (90))\n change y by ((2) * ([cos v] of (((timer) + (25)) * (350)) ))\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n wait until <not <mouse down?>>\n broadcast (Set Settings v)\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [get out of here v]\nwait (1) seconds\nshow\n\nwhen I receive [are you dead?! v]\n\nwhen I receive [replay v]\ngo to x: (2400) y: (1800)\nhide\n\nwhen I receive [proceed v]\ngo to x: (2400) y: (1800)\nhide\n\n@Frontpage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n play sound [FRONT PAGE CONFUSION MUSIC v] until done\nend\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\nwhen I start as a clone\nswitch costume to (pfp2 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [game start v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\nforever\n set [zzstop v] to ((timer) + (0.5))\nend\n\nwhen flag clicked\nset [pan effect v] to [0]\nforever\n set volume to (200) %\n repeat until <(round (Pan effect)) = ((Ear 2) * (100))>\n set volume to (🔊) %\n set [brightness v] effect to ((🔅) - (10))\n change [pan left/right v] effect by ((((Ear 2) * (100)) - (Pan effect)) / (10))\n change [pan effect v] by ((((Ear 2) * (100)) - (Pan effect)) / (10))\n end\n set [ear 2 v] to ((Ear 2) * (-1))\nend\n\nwhen [timer v] > (zzStop)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nset size to (150) %\nshow list [custom language v]\nhide variable [coin count v]\nhide variable [language v]\nswitch costume to (end stop v)\nshow\nrepeat (25)\n switch costume to (costume2 v)\n change size by (-2)\n switch costume to (end stop v)\nend\n\nwhen flag clicked\nforever\n set [zzstop v] to ((timer) + (0.5))\nend\n\nwhen [timer v] > (zzStop)\nset voice to (tenor v)::tts\nspeak (join (join (join (translate [Hey, ] to ((Language) v)::translate) (username)) [! ]) (translate [Please love and favourite this project and follow me!] to ((Language) v)::translate))::tts\n\nwhen flag clicked\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak (join (translate [Welcome ] to ((language::translate) v)::translate) (username))::tts\n\n@Title\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (20)\nforever\n set [brightness v] effect to (🔅)\n change size by ((2) * ([cos v] of ((timer) * (300)) ))\n change y by ((1) * ([cos v] of (((timer) + (10)) * (300)) ))\nend\n\nwhen I receive [game start v]\nstop [other scripts in sprite v]\nhide\n\n@Play\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-50)\npoint in direction (90)\nforever\n set [brightness v] effect to (🔅)\n point in direction (((10) * ([cos v] of (((timer) + (10)) * (350)) )) + (90))\n change y by ((2) * ([cos v] of (((timer) + (10)) * (350)) ))\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n broadcast (Game Start v)\n broadcast (Get out v)\n broadcast (get out of here v)\n hide\n else\n change size by (((130) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((110) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [game start v]\nhide\nstop [other scripts in sprite v]\n\nwait until <not <mouse down?>>\n\n@Language\n\nwhen flag clicked\nshow\ngo to x: (150) y: (-70)\npoint in direction (90)\nforever\n set [brightness v] effect to (🔅)\n point in direction ((((10) * ([cos v] of (((timer) + (25)) * (350)) )) * (-1)) + (90))\n change y by ((2) * ([cos v] of (((timer) + (25)) * (350)) ))\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n wait until <not <mouse down?>>\n broadcast (Set Language v)\n hide\n go to x: (-240) y: (-180)\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [game start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [get out v]\ngo to x: (150) y: (-70)\nshow\n\n@SETTING BAR!\n\nwhen flag clicked\nhide\ngo to x: (-240) y: (0)\nhide variable [🔅 v]\nhide variable [🔊 v]\nforever\n set [brightness v] effect to (🔅)\nend\n\nwhen I receive [set settings v]\nswitch costume to (bar v)\nshow\ncreate clone of (_myself_ v)\nglide (1) secs to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow variable [🔅 v]\nshow variable [🔊 v]\nhide variable [coin count v]\n\nwhen I start as a clone\nglide (1) secs to x: (0) y: (0)\ngo to x: (0) y: (0)\nswitch costume to (check v)\ngo to [front v] layer\nforever\n set [brightness v] effect to (🔅)\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide variable [🔅 v]\n hide variable [🔊 v]\n broadcast (get out of here v)\n glide (1) secs to x: (-240) y: (0)\n delete this clone\n end\nend\n\nwhen I receive [get out of here v]\nglide (1) secs to x: (-240) y: (0)\nhide variable [🔅 v]\nhide variable [🔊 v]\nif <(Game Start) = [1]> then\n show variable [coin count v]\nend\nhide\n\nwhen I receive [set settings v]\ndelete this clone\n\n@age(langu+p)\n\nwhen flag clicked\nclear graphic effects\nset [{}broadcast v] to [0]\nset [clone id v] to [0]\ngo to x: (240) y: (0)\nhide\nhide variable [language v]\nforever\n set [brightness v] effect to (🔅)\nend\n\nwhen I receive [set language v]\nwait (0.00001) seconds\ngo to [front v] layer\nswitch costume to (language chooser v)\nshow\nrepeat (3)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\nglide (1) secs to x: (0) y: (0)\nshow variable [language v]\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Clone ID) = [1]> then\n switch costume to (check v)\n glide (1) secs to x: (0) y: (0)\n forever\n set [brightness v] effect to (🔅)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide variable [language v]\n set [{}broadcast v] to [1]\n broadcast (Get out v)\n glide (1) secs to x: (240) y: (0)\n delete this clone\n end\n end\nend\nif <(Clone ID) = [2]> then\n switch costume to (reset v)\n if <not <(Language) = (language::translate)>> then\n show\n else\n hide\n end\n glide (1) secs to x: (0) y: (0)\n forever\n set [brightness v] effect to (🔅)\n if <({}Broadcast) = [1]> then\n set [{}broadcast v] to [0]\n delete this clone\n end\n if <not <(Language) = (language::translate)>> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [language v] to (language::translate)\n set [any checked? v] to [0]\n end\n end\nend\nif <(Clone ID) = [3]> then\n show list [custom language v]\n show\n switch costume to (other language v)\n glide (1) secs to x: (0) y: (0)\n forever\n set [brightness v] effect to (🔅)\n if <({}Broadcast) = [1]> then\n set [{}broadcast v] to [0]\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [any checked? v] to [0]\n hide list [custom language v]\n ask (translate [Type the language number.] to ((language::translate) v)::translate) and wait\n if <[custom language v] contains (item (answer) of [custom language v])?> then\n set [language v] to (item (answer) of [custom language v])\n show list [custom language v]\n else\n show list [custom language v]\n say (translate [Language not available] to ((language::translate) v)::translate) for (5) seconds\n end\n end\n end\nend\n\nwhen I receive [get out v]\nglide (1) secs to x: (240) y: (0)\nhide\n\nwhen I receive [set language v]\nrepeat (3)\n delete this clone\nend\n\n@Radio button\n\nwhen flag clicked\nshow list [custom language v]\ndelete all of [custom language v]\ndelete all of [languages v]\nadd [English] to [languages v]\nadd [French] to [languages v]\nadd [Spanish] to [languages v]\nadd [Arabic] to [languages v]\nadd [Russian] to [languages v]\nadd [Portuguese] to [languages v]\nadd [Indonesian] to [languages v]\nset [checkbox id v] to [0]\nset [any checked? v] to [0]\nhide\ngo to x: (110) y: (115)\n\nwhen I receive [set language v]\nswitch costume to (uncheck v)\nwait (1) seconds\nshow\ngo to [front v] layer\nset [checkbox id v] to [0]\nset [any checked? v] to [0]\ngo to x: (110) y: (115)\nDeploy clones: [7]\nhide\n\nwhen I receive [get out v]\nhide\ndelete this clone\n\ndefine Deploy clones: (no.)\nrepeat (no.)\n change [checkbox id v] by (1)\n create clone of (_myself_ v)\n change y by (-30)\nend\n\nwhen I start as a clone\nforever\n if <(Any checked?) = [0]> then\n switch costume to (uncheck v)\n end\n set [brightness v] effect to (🔅)\n if <<<touching (mouse-pointer v)?> and <<mouse down?> and <not <(Any checked?) = [1]>>>> and <(costume [number v]) = [1]>> then\n set [any checked? v] to [1]\n wait until <not <mouse down?>>\n switch costume to (checked v)\n set [language v] to (translate (item (Checkbox ID) of [languages v]) to ((item (Checkbox ID) of [languages v]) v)::translate)\n else\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [2]>>> then\n set [any checked? v] to [0]\n wait until <not <mouse down?>>\n switch costume to (uncheck v)\n else\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(Any checked?) = [1]>>> then\n say (translate [Uncheck any checked buttons] to ((language::translate) v)::translate) for (2) seconds\n end\n end\n end\nend\n\nwhen I receive [set language v]\ndelete this clone\n\nwhen I receive [game start v]\nif <(language::translate) = (Language)> then\n set [language v] to (language::translate)\nelse\n set [language v] to (translate (Language) to (en v)::translate)\nend\n\nwhen flag clicked\ndelete all of [custom language v]\nadd (translate [Japanese] to (ja v)::translate) to [custom language v]\nadd (translate [German] to (de v)::translate) to [custom language v]\nadd (translate [Korean] to (ko v)::translate) to [custom language v]\nadd (translate [Vietnamese] to (vi v)::translate) to [custom language v]\nadd (translate [Turkish] to (tr v)::translate) to [custom language v]\nadd (translate [Polish] to (pl v)::translate) to [custom language v]\nadd (translate [Ukrainian] to (uk v)::translate) to [custom language v]\nadd (translate [Italian] to (it v)::translate) to [custom language v]\nadd (translate [Romanian] to (ro v)::translate) to [custom language v]\nadd (translate [Persian] to (fa v)::translate) to [custom language v]\nadd (translate [Croatian] to (hr v)::translate) to [custom language v]\nadd (translate [Thai] to (th v)::translate) to [custom language v]\nadd (translate [Dutch] to (nl v)::translate) to [custom language v]\nadd (translate [Amharic] to (am v)::translate) to [custom language v]\nadd (translate [Basque] to (eu v)::translate) to [custom language v]\nadd (translate [Bulgarian] to (bg v)::translate) to [custom language v]\nadd (translate [Catalan] to (ca v)::translate) to [custom language v]\nadd (translate [Czech] to (cs v)::translate) to [custom language v]\nadd (translate [Danish] to (da v)::translate) to [custom language v]\nadd (translate [Estonian] to (et v)::translate) to [custom language v]\nadd (translate [Galician] to (gl v)::translate) to [custom language v]\nadd (translate [Greek] to (el v)::translate) to [custom language v]\nadd (translate [Hungarian] to (hu v)::translate) to [custom language v]\nadd (translate [Icelandic] to (is v)::translate) to [custom language v]\nadd (translate [Irish] to (ga v)::translate) to [custom language v]\nadd (translate [Latvian] to (lv v)::translate) to [custom language v]\nadd (translate [Lithuanian] to (lt v)::translate) to [custom language v]\nadd (translate [Maori] to (mi v)::translate) to [custom language v]\nadd (translate [Norwegian] to (nb v)::translate) to [custom language v]\nadd (translate [Serbian] to (sr v)::translate) to [custom language v]\nadd (translate [Slovak] to (sk v)::translate) to [custom language v]\nadd (translate [Slovenian] to (sl v)::translate) to [custom language v]\nadd (translate [Swedish] to (sv v)::translate) to [custom language v]\nadd (translate [Welsh] to (cy v)::translate) to [custom language v]\nadd (translate [Zulu] to (zu v)::translate) to [custom language v]\n\n@Detector\n\nwhen flag clicked\ndelete all of [famous people v]\nadd [StratfordJames] to [famous people v]\nadd [StratfordJames1] to [famous people v]\nadd [0014049] to [famous people v]\nadd [0014049_Test] to [famous people v]\nadd [CrystalKeeper7] to [famous people v]\nadd [CrystalTests] to [famous people v]\nadd [griffpatch] to [famous people v]\nadd [griffpatch_tutor] to [famous people v]\nadd [TimMcCool] to [famous people v]\nadd [TimMcTest] to [famous people v]\nadd [bestCoconut] to [famous people v]\nadd [bestCoconut_test] to [famous people v]\nadd [--Accension--] to [famous people v]\nadd [--Accension--TEST] to [famous people v]\nadd [PotatoAnimator] to [famous people v]\nadd [PotatoBackup] to [famous people v]\nadd [sharkyshar] to [famous people v]\nadd [SharkysharTest] to [famous people v]\nadd [Bubbles_Official] to [famous people v]\nadd [Bubbles-Official] to [famous people v]\nadd [icmy123] to [famous people v]\nadd [icmy123_test] to [famous people v]\nadd [ScratchTeam] to [famous people v]\nadd [ScratchCat] to [famous people v]\nadd [MaxyBrian] to [famous people v]\nadd [MaxyBrian] to [famous people v]\nadd [FUNUT] to [famous people v]\nadd [FUNUT] to [famous people v]\nadd [carot3] to [famous people v]\nadd [carot3] to [famous people v]\nforever\n if <(username) = [Ankit_Anmol]> then\n if <key (space v) pressed?> then\n show variable [☁ famous people v]\n hide list [famous people v]\n else\n hide variable [☁ famous people v]\n show list [famous people v]\n end\n else\n hide variable [☁ famous people v]\n show list [famous people v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nif <<[famous people v] contains (username)?> or <[famous people v] contains (join [ ] (username))?>> then\n set [famous counter v] to [2]\n repeat ((length of [famous people v]) / (2))\n if <<<<(item ((Famous counter) - (1)) of [famous people v]) = (username)> or <(item ((Famous counter) - (1)) of [famous people v]) = (join [ ] (username))>> or <<(item (Famous counter) of [famous people v]) = (username)> or <(item (Famous counter) of [famous people v]) = (join [ ] (username))>>> and <(letter (((Famous counter) / (2)) + (1)) of (☁ Famous people)) = [0]>> then\n change [☁ famous people v] by ([10 ^ v] of ((19) - (((Famous counter) / (2)) + (1))) )\n stop [this script v]\n else\n change [famous counter v] by (2)\n end\n end\nelse\n stop [this script v]\nend\n\n@Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [start physics v]\nshow\ngo to x: (175) y: (-160)\npoint in direction (90)\nrepeat until <([costume # v] of [tree god v]) > [5]>\n go to [front v] layer\n set [brightness v] effect to (🔅)\n change x by ((1) * ([cos v] of (((timer) + (10)) * (250)) ))\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n broadcast (Shop page v)\n else\n change size by (((95) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((75) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [proceed v]\ngo to x: (2400) y: (1800)\nhide\n\nwhen I receive [replay v]\ngo to x: (2400) y: (1800)\nhide\n\n@Shop page\n\nwhen flag clicked\ngo to x: (250000) y: (-250)\nhide\n\nwhen I receive [shop page v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nglide (1) secs to x: (0) y: (-250)\nglide (1) secs to x: (0) y: (0)\n\nwhen I start as a clone\nhide\nwait (2) seconds\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\nforever\n set [brightness v] effect to (🔅)\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Shop is trash v)\n delete this clone\n end\nend\n\nwhen I receive [shop is trash v]\nglide (1) secs to x: (0) y: (-250)\nglide (1) secs to x: (260) y: (-250)\nhide\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\n\n@Items\n\nwhen I receive [shop page v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nwait (2) seconds\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to ((🔅) + (10))\n if <<mouse down?> and <(Coin Count) > [9]>> then\n play sound [Touch v] until done\n wait until <not <mouse down?>>\n change [coin count v] by (-10)\n change [shop boost v] by (0.2)\n end\n else\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen flag clicked\nset [shop boost v] to [0]\nhide\n\nwhen I receive [shop is trash v]\nhide\nstop [other scripts in sprite v]\n\n@Alt. grass\n\nwhen I receive [game start v]\nset [alternate grass:x v] to [2598]\nset [alternate grass:y v] to [632]\nshow\ngo to [front v] layer\nforever\n go to x: ((Alternate grass:x) - (ScrollX)) y: ((Alternate grass:y) - (ScrollY))\n set [brightness v] effect to (🔅)\n if <<(x position) = ((Alternate grass:x) - (ScrollX))> and <(y position) = ((Alternate grass:y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n if <touching (player v)?> then\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait until <not <touching (player v)?>>\n else\n switch costume to (costume1 v)\n end\nend\n\n@Record?(pls say no)\n\nwhen flag clicked\nshow\nswitch costume to (ok v)\ngo to x: (175) y: (-158)\npoint in direction (90)\nforever\n set [brightness v] effect to (🔅)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n next costume\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [game start v]\nhide\ngo to x: (2524527) y: (7257527525)\n\n@Replay\n\nwhen flag clicked\nset [replay v] to [0]\nhide\n\nwhen I receive [try replay v]\nif <([costume # v] of [record?\(pls say no\) v]) = [1]> then\n show\n go to [front v] layer\n switch costume to (replay v)\n go to x: (0) y: (-35)\n point in direction (90)\n forever\n set [brightness v] effect to (🔅)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n broadcast (Replay v)\n hide\n stop [this script v]\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\n end\nelse\n hide\nend\n\nshow\n\nset [scrollx v] to [2770]\nset [scrolly v] to [1550]\n\nset [scrollx v] to [300]\nset [scrolly v] to [-100]\n\nset [scrollx v] to [1000]\nset [scrolly v] to [1500]\n\nwhen I receive [proceed v]\nhide\nhide variable [coin count v]\n\nwhen I receive [replay v]\ngo to (random position v)\nhide\n\n@Certificate\n\nwhen flag clicked\nset [proceed v] to [0]\nhide\n\nwhen I receive [try replay v]\nswitch costume to (proceed v)\nshow\ngo to x: (0) y: (-80)\nforever\n set [brightness v] effect to (🔅)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n broadcast (Proceed v)\n set [proceed v] to [1]\n stop [this script v]\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [proceed v]\nswitch costume to (certificate v)\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [replay v]\nhide\nforever\n if <<(zz item counter) > ((length of [xy test v]) - (2))> or <(zz item counter) = ((length of [xy test v]) - (2))>> then\n switch costume to (proceed v)\n show\n go to x: (0) y: (-80)\n forever\n set [brightness v] effect to (🔅)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n broadcast (Proceed v)\n set [proceed v] to [1]\n stop [this script v]\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\n end\n end\nend\n\n@Ankit_Anmol encryption2\n\ndefine Print name: (name) Time: (time)\ngo to x: (59) y: (49)\ngo to [front v] layer\nrepeat (length of (name))\n change [type clone id v] by (1)\n create clone of (_myself_ v)\n change x by (12)\nend\ngo to x: (75) y: (-15)\nrepeat ((length of (time)) + (3))\n change [type clone id v] by (1)\n create clone of (_myself_ v)\n change x by (10)\nend\nhide\n\nwhen I start as a clone\nshow\nif <((length of (username)) + (1)) > (Type Clone ID)> then\n switch costume to (letter (Type Clone ID) of (username))\nelse\n switch costume to (letter ((Type Clone ID) - (length of (username))) of (join (Time Taken) (join [.] (join (pick random (1) to (9)) (pick random (1) to (9))))))\nend\n\nwhen I receive [proceed v]\nshow\nset [type clone id v] to [0]\nif <(username) = []> then\n Print name: [You] Time: (Time Taken)\nelse\n Print name: (username) Time: (Time Taken)\nend\n\nwhen flag clicked\nset [type clone id v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start physics v]\nif <(Replay) = [1]> then\n stop [this script v]\nelse\n set [time taken v] to [0]\n repeat until <([costume # v] of [tree god v]) = [7]>\n wait (1) seconds\n change [time taken v] by (1)\n end\nend\n\nset [time taken v] to [162]\n\n@Normal toggle\n\nwhen flag clicked\nshow\nswitch costume to (confuse v)\ngo to x: (50) y: (-160)\npoint in direction (90)\nforever\n set [brightness v] effect to (🔅)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n next costume\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [game start v]\nhide\ngo to x: (2524527) y: (7257527525)\n\n@Skip?\n\nwhen flag clicked\nset [skip? v] to [0]\nhide\ngo to x: (2524527) y: (7257527525)\n\nwhen I receive [game start v]\nshow\nswitch costume to (skip v)\ngo to x: (158) y: (-96)\npoint in direction (90)\nforever\n set [brightness v] effect to (🔅)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n wait (0.05) seconds\n set [skip? v] to [1]\n switch costume to (loading v)\n stop [this script v]\n else\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to ((🔅) + (5))\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (🔅)\n end\nend\n\nwhen I receive [start physics v]\nhide\ngo to x: (2524527) y: (7257527525)\nstop [other scripts in sprite v]\n\n
Need sequel? Comment.\nThis is my most complex project I have ever made with 12,000KB! THIS IS A NON GENERIC PLATFORMER AND MOBILE FRIENDLY!\nTHE FIRST OF ITS KIND!!!!\n-------------------------------------------------------------------------\nCHANGE LANGUAGE IN LANGUAGE BUTTON\nRECORD AND SEE YOUR REPLAY BY RECORD BUTTON IN BOTTOM RIGHT CORNER\nBUY POWERUPS FROM SHOP\nCHANGE BRIGHTNESS AND SOUND IN SETTINGS\nREDUCE LAGS? PLUG IN COMPUTER OR UNCHECK THE RECORD BUTTON.\nUse the skip button to skip tutorial. comppletre any task thats given. example: go to sign\n-------------------------------------------------------------------------\nFEATURES:\nReplay\nSkip\nRecord\nCertificate\nboosters\nCheckpoints\n42 Languages\nMobile Friendly\nChange brightness, volume\nChanging controls\nInteractive grass\nLeft to right moving sound.Put volume to max \n(3D sound)\nRidiculous ending\nSelf explaining tutorial\n-------------------------------------------------------------------------\nInstructions: \n Instructions are explained in the game clearly. You dont have to click green flag 2 times! IT HAS 8 NEW FEATURES AND SUPPORTS 42+ LANGUAGES!!\n-------------------------------------------------------------------------Links to other projects:\nZOMBSNIPE: \n https://scratch.mit.edu/projects/411250285/ SNAKE GAME: \n https://scratch.mit.edu/projects/407329986/\nGOOGLE DINOSAUR:\n https://scratch.mit.edu/projects/397661918/\n
Tiny a Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nwait (2) seconds\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [play v]\nswitch costume to (backdrop2 v)\nforever\n if <(Level) = [2]> then\n switch costume to (backdrop3 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (backdrop5 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (rays v)\n change [color v] effect by (25)\n end\nend\n\nwhen I receive [skip level v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nwait (9) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen [timer v] > (0.1)\nswitch backdrop to (backdrop4 v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen flag clicked\nforever\n if <touching (obsticle v)?> then\n go to x: (-210) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-210) y: (0)\n change [level v] by (1)\n if <(Level) = [2]> then\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n change [speedy v] by (13)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-210) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag 2 v)?> then\n go to x: (-210) y: (0)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nplay sound [10 second intro without text v] until done\nwait (1) seconds\nforever\n play sound [Cool Music v] until done\nend\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (-210) y: (0)\nshow\nswitch costume to (falling v)\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> then\n change [speedx v] by (1)\n set [fall? v] to [false]\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [speedx v] by (-1)\n set [fall? v] to [false]\n end\n change x by (Speedx)\n if <touching (platform v)?> then\n change x by ((Speedx) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((Speedx) * (0.8))\n end\n change y by (Speedy)\n if <touching (platform v)?> then\n change y by ((Speedy) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n switch costume to (falling v)\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen I receive [exit v]\nhide\n\nwhen flag clicked\nforever\n if <touching (flag 3 v)?> then\n go to x: (-210) y: (0)\n change [level v] by (1)\n if <(Level) = [3]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [skip level v]\nnext costume\n\nwhen I receive [play v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (running left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (running right v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (falling v)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n switch costume to (running left v)\n end\n if <<mouse down?> and <(x position) < (mouse x)>> then\n switch costume to (running right v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Speedx) > [1]> or <(Speedy) > [1]>> then\n create clone of (_myself_ v)\n end\n if <(Fall?) = [true]> then\n create clone of (_myself_ v)\n end\n if <(Fall?) = [false]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (trails v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Platform\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (platform v)\nhide\nforever\n if <(Level) = [2]> then\n switch costume to (platform2 v)\n end\n if <(Level) = [3]> then\n switch costume to (platform3 v)\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen [timer v] > (0.1)\nhide\n\n@Flag\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen I receive [play v]\nshow\n\n@obsticle\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (obsticle v)\nhide\nforever\n if <(Level) = [2]> then\n switch costume to (obsticle2 v)\n end\n if <(Level) = [3]> then\n switch costume to (obsticle3 v)\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [exit v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (trampoline v)\nhide\nforever\n if <(Level) = [2]> then\n switch costume to (trampoline2 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [exit v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Lava\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [exit v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Intro\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nhide\n\n@Flag 2\n\nwhen flag clicked\nhide\nwait (2) seconds\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [2]> then\n show\n end\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Outro\n\nwhen flag clicked\nhide\nwait (2) seconds\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n next costume\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@play\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\nwhen flag clicked\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 (90)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [exit v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@how to play button\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\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 (90)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (How to play v)\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [exit v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [exit v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@How to play\n\nwhen I receive [how to play v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Exit\n\nwhen this sprite clicked\nbroadcast (Exit v)\n\nwhen flag clicked\nhide\nwait (9) seconds\nhide\n\nwhen I receive [how to play v]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\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 (90)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [credits v]\nshow\n\nwhen I receive [exit v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Credits\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Credits v)\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [exit v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n point in direction (90)\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Credits show\n\nwhen flag clicked\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [credits v]\nshow\n\nwhen [timer v] > (0.1)\nhide\n\n@Flag 3\n\nwhen flag clicked\nhide\nwait (2) seconds\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n show\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\n@Funky intro2\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nrepeat (3)\n move ((timer) * (1.9)) steps\nend\n\nwhen flag clicked\nwait (9) seconds\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (2.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-2.5)\n end\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n go to x: (50) y: (-25)\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n point in direction ((([sin v] of ((timer) * (20.5)) ) * (20.5)) + (90))\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Funky intro\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nforever\n go to [front v] layer\n go to x: (-14) y: (0)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (25) %\n repeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (5)\n end\n wait (2) seconds\n broadcast (start v)\nend\n\nwhen flag clicked\nwait (9) seconds\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nset size to (20) %\ngo to x: (-14) y: (0)\nforever\n repeat (10)\n change size by (1.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1.5)\n end\n wait (0.03) seconds\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (30.5)) + (90))\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to x: (75) y: (-53)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
PANDA!!!!!\nUse arrow keys,or Wasd,and mobile controls!!!\nNew intro!!!\n❤ and ⭐ for more\n
Scratch || A multiplayer scrolling platformer
@Stage\n\nwhen I receive [begin v]\nforever\n play sound [Clean_Soul_Calming v] until done\nend\n\nwhen [space v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@1\n\n@2\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 if <key (a v) pressed?> then\n set [chat v] to [9]\n say [I see scratch!!!!!]\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\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 (platform 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 [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\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 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 <[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) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [7000]> then\n set [scroll x v] to [0]\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 <(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\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\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 (-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 (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\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 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\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\n@opponents\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 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 (join (player #) (join [:] (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\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@PLATFORM\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]\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 [370] Y [20]\n CLONE AT X [550] Y [0]\n CLONE AT X [760] Y [540]\n Set: Clone at x: [1900] y: [940]\n Set: Clone at x: [2287] y: [1291]\n Set: Clone at x: [2600] y: [1461]\n Set: Clone at x: [2900] y: [1200]\n Set: Clone at x: [3750] y: [1200]\n Set: Clone at x: [4500] y: [1500]\n Set: Clone at x: [3500] y: [2100]\n Set: Clone at x: [2550] y: [2700]\n Set: Clone at x: [2700] y: [3350]\n Set: Clone at x: [3700] y: [3950]\n Set: Clone at x: [4700] y: [4550]\n Set: Clone at x: [5700] y: [4600]\nend\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\ndefine Set: Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((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 [450] Y [50]\n CLONE AT X [-30] Y [700]\n Set: [2287] [1291]\n Set: [2600] [1461]\n Set: [2700] [1300]\n Set: [4000] [1300]\nend\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\ndefine Set: (x) (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@join, joined and full\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (2) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (game full :\( v)\nshow\n\n@talk\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [1325] Y [14]\n CLONE AT X [1701] Y [100]\n CLONE AT X [2040] Y [951]\n CLONE AT X [2937] Y [1351]\n CLONE AT X [4425] Y [1450]\n CLONE AT X [4339] Y [1800]\n CLONE AT X [2902] Y [2604]\n CLONE AT X [5698] Y [4900]\nend\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\n\n@Naraator\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [joined v]\nwait (6) seconds\nplay sound [narrator1 v] until done\nwait (25) seconds\nplay sound [narrator2 v] until done\n\n@Loading thing\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nswitch costume to (loading1 v)\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [joined v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [full v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\n
NEW MULTIPLAYER GAME!!! That is better than this!!\nLink - https://scratch.mit.edu/projects/416169197/\nFamous scratchers who loved or faved - \n1) @GonSanvi, only loved.\n2)@TropicalCoder13, loved and faved.\n3)@stlcards422, loved and faved\n4)@dmitry1232 , only loved\n5)@0001449 , only loved\n6)@marshmellothelegend , loved and faved!!!\nThanks a lot !! That is really so much to me.\nYay! 132 loves and 103 favorites in 6 days!!\n\nBEFORE everything, I have to thank @TripicalCoder13 and @stlcards422 for encouraging and for many more things. Please follow them. If you follow them, it would be really appreciated!! Thank you!\nNow comes this game part - \n\nHi everyone, I'm really glad to tell you, I finished a cloud game!!\nThis is my first cloud game.\n\nI hope you like it!!\nControls - \nThis will support 8 players.\nArrow keys and wasd to move. (mobile friendly)\nT to chat. Sorry, you can't chat, when you're in mobile.\nif you touch the picture with other programming language or the think die block, you shall lose!!\nMultiplayer surely works!!!\n\nGood luck!!!
Snow / A Platformer Mobile Friendly :D
@Stage\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\nforever\n play sound [Plum fairy v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen 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
WASD and Arrows to move :)\npls love and fave :)\n[all levels are possible]
Star Valley - A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\n\nwhen I receive [save v]\nSetup List\nhide list [saving progress... v]\nDetermine Save Code\nask [Enter your code to continue:] and wait\nrepeat until <(answer) = (__save code)>\n ask [That is not your code, please TRIPLE CLICK and press CTRL + C or CMD + C on your code to copy!] and wait\nend\nshow list [saving progress... v]\nset [$button already pressed bugfix v] to [0]\n\nwhen I receive [setup project v]\nshow list [saving progress... v]\n\ndefine Setup List\ndelete all of [saving progress... v]\nadd [Here is your save code:] to [saving progress... v]\nadd [\[Loading...\]] to [saving progress... v]\nadd [] to [saving progress... v]\nadd [Triple click and press Ctrl + C on Windows or Cmd + C on Mac to copy it!] to [saving progress... v]\nadd [Create a .txt file and store the code by pasting it into the file! \(Ctrl +V or Cmd + V\)] to [saving progress... v]\n\ndefine Determine Save Code\nset [__save code v] to []\nset [e v] to [1]\nrepeat (length of [locked levels v])\n set [__save code v] to (join (__save code) (letter (7) of (item (e) of [locked levels v])))\n change [e v] by (1)\nend\nnew\nset [__save code v] to (join (__save code) (Coins))\nnew\nset [e v] to [0]\nrepeat (length of [coin status v])\n change [e v] by (1)\n set [q v] to [1]\n repeat (length of (item (e) of [coin status v]))\n set [__save code v] to (join (__save code) (letter (q) of (item (e) of [coin status v])))\n change [q v] by (1)\n end\n new2\nend\nnew\nset [__save code v] to (join (__save code) (_Total Enemies Killed))\nnew\nset [__save code v] to (join (__save code) (Selected Color))\nnew\nreplace item (2) of [saving progress... v] with (__save code)\n\ndefine new\nset [__save code v] to (join (__save code) [:])\n\ndefine new2\nset [__save code v] to (join (__save code) [;])\n\ndefine Load (code)\ndelete all of [locked levels v]\ndelete all of [coin status v]\nset [e v] to [1]\nrepeat until <(letter (e) of (code)) = [:]>\n add (join [Level ] (letter (e) of (code))) to [locked levels v]\n change [e v] by (1)\nend\nchange [e v] by (1)\nset [coins v] to []\nrepeat until <(letter (e) of (code)) = [:]>\n set [coins v] to (join (Coins) (letter (e) of (code)))\n change [e v] by (1)\nend\nchange [e v] by (1)\nset [q v] to [1]\nrepeat until <(letter (e) of (code)) = [:]>\n add [] to [coin status v]\n repeat until <(letter (e) of (code)) = [;]>\n replace item (q) of [coin status v] with (join (item (q) of [coin status v]) (letter (e) of (code)))\n change [e v] by (1)\n end\n change [e v] by (1)\n change [q v] by (1)\nend\nchange [e v] by (1)\nset [_total enemies killed v] to []\nrepeat until <(letter (e) of (code)) = [:]>\n set [_total enemies killed v] to (join (_Total Enemies Killed) (letter (e) of (code)))\n change [e v] by (1)\nend\nchange [e v] by (1)\nset [selected color v] to []\nrepeat until <(letter (e) of (code)) = [:]>\n set [selected color v] to (join (Selected Color) (letter (e) of (code)))\n change [e v] by (1)\nend\n\nwhen I receive [load v]\nask [Enter Save Code:] and wait\nrepeat until <not <(answer) = []>>\n ask [Invalid Code Please Enter Your Save Code:] and wait\nend\nLoad (answer)\nset [$button already pressed bugfix v] to [0]\n___Set Coins\nbroadcast (finished loading v)\n\ndefine ___Set Coins\nset [stage: o v] to [1]\nset [stage: j v] to [1]\nset [stage: 1s v] to [0]\nrepeat (length of [coin status v])\n repeat (length of (item (Stage: j) of [coin status v]))\n if <(letter (Stage: o) of (item (Stage: j) of [coin status v])) = [1]> then\n change [stage: 1s v] by (1)\n end\n change [stage: o v] by (1)\n end\n change [stage: j v] by (1)\n set [stage: o v] to [1]\nend\nset [coins v] to (Stage: 1s)\n\n@Nothing\n\n@Game\n\nwhen flag clicked\nbroadcast (Setup Starter Variables v) and wait\nbroadcast (Setup Project v) and wait\nbroadcast (Menu v) and wait\n\nwhen I receive [setup starter variables v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [screen height v] to [360]\nset [screen width v] to [480]\nset [selected color v] to [Black]\nset [coins v] to [0]\nset [enemies killed v] to [0]\nset [enemy movespeed v] to [3]\nset [_total enemies killed v] to [0]\nset [trap speed v] to [3]\nset [$button already pressed bugfix v] to [0]\ndelete all of [locked levels v]\ndelete all of [mouse hovering? v]\ndelete all of [coin status v]\ndelete all of [coins needed v]\ndelete all of [total enemies v]\ndelete all of [settings data v]\nset [i v] to [2]\nrepeat (7)\n add (join [Level ] (i)) to [locked levels v]\n change [i v] by (1)\nend\nrepeat (22)\n add [false] to [mouse hovering? v]\nend\nadd [75] to [settings data v]\nadd [100] to [settings data v]\nadd [25] to [settings data v]\nadd [50] to [settings data v]\nadd [0000] to [coin status v]\nadd [0000] to [coin status v]\nadd [0000] to [coin status v]\nadd [00] to [coin status v]\nadd [00] to [coin status v]\nadd [000] to [coin status v]\nadd [0] to [coin status v]\nadd [] to [coin status v]\nadd [3] to [total enemies v]\nadd [1] to [total enemies v]\nadd [2] to [total enemies v]\nadd [1] to [total enemies v]\nadd [1] to [total enemies v]\nadd [1] to [total enemies v]\nadd [1] to [total enemies v]\nadd [0] to [total enemies v]\nadd [4] to [coins needed v]\nadd [4] to [coins needed v]\nadd [4] to [coins needed v]\nadd [2] to [coins needed v]\nadd [2] to [coins needed v]\nadd [3] to [coins needed v]\nadd [1] to [coins needed v]\nadd [0] to [coins needed v]\n\nwhen I receive [menu - complete v]\nbroadcast (Setup Game v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [setup game v]\nset [coins collected v] to [0]\nset [enemies killed v] to [0]\n\nwhen I receive [_next level v]\nchange [_total enemies killed v] by (Enemies Killed)\n___Set Coins\n\ndefine __Find Total coins\nset [i v] to [1]\nset [1s v] to [0]\nrepeat (length of (item (Level) of [coin status v]))\n if <(letter (i) of (item (Level) of [coin status v])) = [1]> then\n change [1s v] by (1)\n end\n change [i v] by (1)\nend\nset [coins collected v] to (1s)\n\nwhen I receive [setup game v]\n__Find Total coins\n\ndefine ___Set Coins\nset [o v] to [1]\nset [j v] to [1]\nset [1s v] to [0]\nrepeat (length of [coin status v])\n repeat (length of (item (j) of [coin status v]))\n if <(letter (o) of (item (j) of [coin status v])) = [1]> then\n change [1s v] by (1)\n end\n change [o v] by (1)\n end\n change [j v] by (1)\n set [o v] to [1]\nend\nset [coins v] to (1s)\n\nwhen I receive [setup project v]\n___Set Coins\n\n@Menu\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [menu v]\nCreate Menu Item, ID: [Play] X: [-100] Y: [50] i: [1] menu req [null]\nCreate Menu Item, ID: [Character Customization] X: [0] Y: [50] i: [2] menu req [null]\nCreate Menu Item, ID: [Settings] X: [100] Y: [50] i: [3] menu req [null]\nCreate Menu Item, ID: [Save] X: [-50] Y: [-100] i: [21] menu req [null]\nCreate Menu Item, ID: [Load] X: [50] Y: [-100] i: [22] menu req [null]\n\ndefine Create Menu Item, ID: (id) X: (x) Y: (y) i: (iid) menu req (req)\nset [___req v] to (req)\nset [menu id v] to (id)\nset [menu i v] to (iid)\nset [end x v] to (x)\nset [end y v] to (y)\nswitch costume to (menu ID)\ncreate clone of (_myself_ v)\nset [menu id v] to [Sprite]\n\nwhen I start as a clone\ngo to x: (end X) y: ((end Y) - (((SCREEN HEIGHT) / (2)) - ((0) - (end Y))))\npoint in direction (0)\nset size to (75) %\nif <(___req) = [null]> then\n set [___req v] to [0]\nend\nif <<not <[locked levels v] contains (menu ID)?>> and <((Coins) + (1)) > (___req)>> then\n set [locked? v] to [false]\nelse\n set [locked? v] to [true]\n switch costume to (join [Locked ] (letter (7) of (menu ID)))\nend\nDetect if Selected\nshow\nSmooth Move and Rotate, Speed [3] Times [30] Turn [360] * [n]\npoint in direction (0)\nforever\n set volume to (item (2) of [settings data v]) %\n if <<touching (mouse-pointer v)?> and <(locked?) = [false]>> then\n replace item (menu i) of [mouse hovering? v] with [true]\n Smooth Grow/Shrink, Speed [5] End Size [90] Times [5] * [n]\n else\n replace item (menu i) of [mouse hovering? v] with [false]\n Smooth Grow/Shrink, Speed [5] End Size [75] Times [5] * [n]\n end\n Detect if Selected\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <($Button Already Pressed BugFix) = [0]>> then\n set [$button already pressed bugfix v] to [1]\n if <<not <[locked levels v] contains (menu ID)?>> and <((Coins) + (1)) > (___req)>> then\n Smooth Grow/Shrink, Speed [2] End Size [60] Times [5] * [y]\n start sound [Tap v]\n wait until <not <mouse down?>>\n set [just clicked? v] to [true]\n if <[colors v] contains (menu ID)?> then\n broadcast (Change Selected Color v) and wait\n else\n if < (menu ID) contains [Level ]?> then\n set [level v] to (letter (7) of (menu ID))\n broadcast (Menu - Complete v) and wait\n else\n broadcast (menu ID) and wait\n end\n end\n else\n wait until <not <mouse down?>>\n start sound [Locked v]\n set [$button already pressed bugfix v] to [0]\n set [___message v] to (letter (8) of (costume [name v]))\n broadcast (_null message v)\n end\n end\nend\n\ndefine Smooth Move and Rotate, Speed (speed) Times (time) Turn (turn) * (y/n)\nset [degrees turned v] to [0]\nrepeat (time)\n change y by (((end Y) - (y position)) / (speed))\n change x by (((end X) - (x position)) / (speed))\n turn right (((turn) - (degrees turned)) / (speed)) degrees\n change [degrees turned v] by (((turn) - (degrees turned)) / (speed))\n if <(y/n) = [y]> then\n change size by (((75) - (size)) / (speed))\n end\nend\n\ndefine Smooth Grow/Shrink, Speed (speed) End Size (size) Times (times) * (y/n)\nrepeat (times)\n change size by (((size) - (size)) / (speed))\n if <<mouse down?> and <(y/n) = [n]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Play]> then\n Play Button, Smooth Move & Rotate\nelse\n replace item (menu i) of [mouse hovering? v] with [false]\n delete this clone\nend\nset [just clicked? v] to [false]\n\nwhen I receive [back v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Back]> then\n replace item (menu i) of [mouse hovering? v] with [false]\n set [end x v] to [-100]\n set [end y v] to [50]\n set [menu id v] to [Play]\n set [menu i v] to [1]\n Smooth Move and Rotate, Speed [3] Times [30] Turn [180] * [y]\nelse\n replace item (menu i) of [mouse hovering? v] with [false]\n delete this clone\nend\n\nwhen I receive [play v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Sprite]> then\n Create Menu Item, ID: [Level 1] X: [-150] Y: [25] i: [4] menu req [null]\n Create Menu Item, ID: [Level 2] X: [-50] Y: [25] i: [5] menu req [4]\n Create Menu Item, ID: [Level 3] X: [50] Y: [25] i: [6] menu req [7]\n Create Menu Item, ID: [Level 4] X: [150] Y: [25] i: [7] menu req [10]\n Create Menu Item, ID: [Level 5] X: [-150] Y: [-75] i: [8] menu req [12]\n Create Menu Item, ID: [Level 6] X: [-50] Y: [-75] i: [9] menu req [14]\n Create Menu Item, ID: [Level 7] X: [50] Y: [-75] i: [10] menu req [17]\n Create Menu Item, ID: [Level 8] X: [150] Y: [-75] i: [11] menu req [null]\nend\n\nwhen I receive [back v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Sprite]> then\n Create Menu Item, ID: [Character Customization] X: [0] Y: [50] i: [2] menu req [null]\n Create Menu Item, ID: [Settings] X: [100] Y: [50] i: [3] menu req [null]\n Create Menu Item, ID: [Save] X: [-50] Y: [-100] i: [21] menu req [null]\n Create Menu Item, ID: [Load] X: [50] Y: [-100] i: [22] menu req [null]\nend\n\ndefine Play Button, Smooth Move & Rotate\nreplace item (menu i) of [mouse hovering? v] with [false]\nset [end x v] to [-190]\nset [end y v] to [130]\nset [menu id v] to [Back]\nset [menu i v] to [20]\nSmooth Move and Rotate, Speed [3] Times [30] Turn [180] * [y]\n\nwhen I receive [character customization v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Play]> then\n Play Button, Smooth Move & Rotate\nelse\n replace item (menu i) of [mouse hovering? v] with [false]\n delete this clone\nend\nset [just clicked? v] to [false]\n\nwhen I receive [character customization v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Sprite]> then\n Create Menu Item, ID: [Black] X: [-150] Y: [25] i: [12] menu req [null]\n Create Menu Item, ID: [Red] X: [-50] Y: [25] i: [13] menu req [null]\n Create Menu Item, ID: [Orange] X: [50] Y: [25] i: [14] menu req [null]\n Create Menu Item, ID: [Yellow] X: [150] Y: [25] i: [15] menu req [null]\n Create Menu Item, ID: [Green] X: [-150] Y: [-75] i: [16] menu req [null]\n Create Menu Item, ID: [Blue] X: [-50] Y: [-75] i: [17] menu req [null]\n Create Menu Item, ID: [Purple] X: [50] Y: [-75] i: [18] menu req [null]\n Create Menu Item, ID: [Pink] X: [150] Y: [-75] i: [19] menu req [null]\nend\n\nwhen I receive [change selected color v]\nset [$button already pressed bugfix v] to [0]\nif <(just clicked?) = [true]> then\n set [selected color v] to (menu ID)\nend\nset [just clicked? v] to [false]\n\ndefine Detect if Selected\nif <[colors v] contains (menu ID)?> then\n if <(Selected Color) = (menu ID)> then\n switch costume to (join (menu ID) [ Selected])\n else\n switch costume to (menu ID)\n end\nend\n\nwhen I receive [menu - complete v]\nset [$button already pressed bugfix v] to [0]\nreplace item (menu i) of [mouse hovering? v] with [false]\ndelete this clone\n\nwhen I receive [settings v]\nset [$button already pressed bugfix v] to [0]\nif <(menu ID) = [Play]> then\n Play Button, Smooth Move & Rotate\nelse\n replace item (menu i) of [mouse hovering? v] with [false]\n delete this clone\nend\nset [just clicked? v] to [false]\n\nset [___message v] to [req update]\nbroadcast (_null message v)\nset [$button already pressed bugfix v] to [0]\n\nwhen I receive [setup project v]\ndelete all of [colors v]\nadd [Black] to [colors v]\nadd [Red] to [colors v]\nadd [Orange] to [colors v]\nadd [Yellow] to [colors v]\nadd [Green] to [colors v]\nadd [Blue] to [colors v]\nadd [Purple] to [colors v]\nadd [Pink] to [colors v]\ngo to [front v] layer\n\nwhen I start as a clone\n\nforever\n if <<(menu ID) = [Play]> or <(menu ID) = [Back]>> then\n if <(direction) = [156]> then\n point in direction (0)\n end\n if <(direction) = [-24.00]> then\n say [Hello!]\n point in direction (0)\n end\n end\nend\n\n@Player\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [setup game v]\nclear graphic effects\nswitch costume to (Selected Color)\nset [_animation in progress? v] to [false]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [delta x v] to [0]\nset [delta y v] to [0]\nset [x v] to [0]\nset [y v] to [-20]\nset [coins collected v] to [0]\npoint in direction (0)\ngo to x: ((x) - (Scroll X)) y: ((y) - (SCREEN WIDTH))\n\nwhen I receive [play game v]\nbroadcast (Tick v) and wait\nshow\nforever\n change [counter v] by (1)\n if <(_animation in progress?) = [false]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [delta x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [delta x v] by (-1)\n end\n set [delta x v] to ((delta x) * (0.88))\n change x by (delta 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 (-4)\n change x by ((0) - (delta x))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [delta y v] to [16]\n if <([abs v] of (delta x) ) = (delta x)> then\n set [delta x v] to [-10]\n else\n set [delta x v] to [10]\n end\n else\n set [delta x v] to [0]\n end\n end\n end\n end\n end\n end\n change [delta y v] by (-1)\n change y by (delta y)\n if <touching (level v)?> then\n change y by ((0) - (delta y))\n set [delta 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 (level v)?>> then\n set [delta y v] to [14]\n end\n change y by (1)\n if <touching (danger v)?> then\n Die\n stop [this script v]\n end\n if <touching (coins v)?> then\n broadcast (Collect v)\n end\n if <touching (enemies v)?> then\n if <(delta y) < [-3]> then\n broadcast (killed enemy v)\n set [delta y v] to [5]\n else\n Die\n stop [this script v]\n end\n end\n if <touching (moving traps v)?> then\n Die\n stop [this script v]\n end\n if <(x position) > [239]> then\n broadcast (_next level v)\n hide\n Update locked lists\n stop [this script v]\n end\n if <(y position) > [187]> then\n hide\n else\n show\n end\n end\n set size to (100) %\n Re-Position\n set size to (50) %\n broadcast (Tick v)\n if <(timer) > [1]> then\n set [fps v] to (counter)\n set [counter v] to [0]\n reset timer\n end\nend\n\ndefine Set Costume\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (join (Selected Color) [ Right Up])\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (join (Selected Color) [ Left Up])\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(delta y) < [0]>> then\n switch costume to (join (Selected Color) [ Left Down])\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(delta y) < [0]>> then\n switch costume to (join (Selected Color) [ Right Down])\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (join (Selected Color) [ Right])\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (join (Selected Color) [ Left])\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (join (Selected Color) [ Up])\n else\n if <(delta y) < [0]> then\n switch costume to (join (Selected Color) [ Down])\n else\n switch costume to (join (Selected Color) [ Idle])\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Re-Position\nchange [x v] by (delta x)\nchange [y v] by (delta y)\nset [scroll x v] to (x)\nif <(x) < (item (Level) of [_level start scroll v])> then\n set [scroll x v] to (item (Level) of [_level start scroll v])\nelse\n if <(x) > (item (Level) of [_level end scroll v])> then\n set [scroll x v] to (item (Level) of [_level end scroll v])\n else\n set x to (0)\n end\nend\nset y to (y)\n\ndefine Die\nset [_animation in progress? v] to [true]\nbroadcast (Player Dies v)\nset [delta y v] to [10]\npoint in direction (pick random (-70) to (50))\nshow\ngo to [front v] layer\nrepeat until <(y position) < [-179]>\n change [delta y v] by (-1)\n turn right (3) degrees\n change x by (5)\n change y by (delta y)\n broadcast (Tick v)\nend\nhide\nset [_animation in progress? v] to [false]\n\nwhen I receive [play game v]\nforever\n Set Costume\n wait (0.3) seconds\nend\n\ndefine Update locked lists\nif <(letter (7) of (item (1) of [locked levels v])) = ((Level) + (1))> then\n delete (1) of [locked levels v]\nend\n\nwhen I receive [bounce v]\nset [delta y v] to [20]\n\nwhen I receive [boost v]\nchange [delta x v] by (Boost X)\nchange [delta y v] by (Boost Y)\n\nwhen I receive [teleport v]\nSet teleportation variables\ngo to [front v] layer\nset [_animation in progress? v] to [true]\nset [delta x v] to [0]\nset [delta y v] to [0]\nrepeat ([ceiling v] of (([abs v] of ((item (3) of [settings data v]) - (101)) ) / (2.2)) )\n change [ghost v] effect by (5)\n change [x v] by (((start tx) - (x)) / ([ceiling v] of (([abs v] of ((item (3) of [settings data v]) - (101)) ) / (7.5)) ))\n change [y v] by (((start ty) - (y)) / ([ceiling v] of (([abs v] of ((item (3) of [settings data v]) - (101)) ) / (7.5)) ))\nend\nhide\nrepeat ([ceiling v] of (([abs v] of ((item (3) of [settings data v]) - (101)) ) / (2.2)) )\n change [x v] by (((end tx) - (x)) / ([ceiling v] of (([abs v] of ((item (3) of [settings data v]) - (101)) ) / (15)) ))\n change [y v] by (((end ty) - (y)) / ([ceiling v] of (([abs v] of ((item (3) of [settings data v]) - (101)) ) / (15)) ))\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [delta x v] to [0]\nset [delta y v] to [0]\nset [_animation in progress? v] to [false]\nbroadcast (done teleporting v)\n\ndefine Set teleportation variables\nset [end tx v] to (End TX)\nset [end ty v] to (End TY)\nset [start ty v] to (Start TY)\nset [start tx v] to (Start TX)\n\n@Level\n\nwhen I receive [setup project v]\ngo to [front v] layer\nhide\n\nwhen I receive [setup game v]\nclear graphic effects\nrepeat (1)\n delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [2] Y: [0]\n Create Ground at X: [3] Y: [0]\n Create Ground at X: [4] Y: [0]\n Create Ground at X: [5] Y: [0]\n Create Ground at X: [6] Y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [-1] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [2] Y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [2] Y: [0]\n Create Ground at X: [3] Y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [-1] Y: [0]\n Create Ground at X: [1] Y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [2] Y: [0]\n Create Ground at X: [3] Y: [0]\n else\n if <(Level) = [6]> then\n switch costume to (level 6 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [2] Y: [0]\n else\n if <(Level) = [7]> then\n switch costume to (level 7 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [2] Y: [0]\n Create Ground at X: [3] Y: [0]\n else\n if <(Level) = [8]> then\n switch costume to (level 8 1 v)\n Create Ground at X: [0] Y: [0]\n Create Ground at X: [-1] Y: [0]\n Create Ground at X: [1] Y: [0]\n Create Ground at X: [-2] Y: [0]\n Create Ground at X: [2] Y: [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Create Ground at X: (x) Y: (y)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nset size to (100) %\n\nwhen I start as a clone\nshow\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\n@Counters\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [tick v]\nclear graphic effects\nRender Screen Counters\n\ndefine Render Screen Counters\nrepeat (1)\n delete this clone\nend\nRender, Number (Coins Collected) at X: [-183] Y: [155] Size: [25] listMAX: (item (Level) of [coins needed v])\nRender, Number (Enemies Killed) at X: [-183] Y: [105] Size: [25] listMAX: (item (Level) of [total enemies v])\n\ndefine Render, Number (var) at X: (x) Y: (y) Size: (size) listMAX: (list)\nset [i v] to [1]\ngo to x: (x) y: (y)\nset size to (size) %\nrepeat ((length of (var)) + ((1) + (length of (list))))\n switch costume to (letter (i) of (join (var) (join [/] (list))))\n create clone of (_myself_ v)\n change x by ((size) / (1.5))\n change [i v] by (1)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\n@Menu Helper GUI\n\nwhen I receive [setup project v]\nhide\nset [ghost v] effect to (0)\ngo to x: (-175) y: (-165)\ngo to [front v] layer\n\nwhen I receive [menu v]\nforever\n hide\n Detect for hover\nend\n\ndefine Detect for hover\nset [i v] to [1]\nrepeat (length of [mouse hovering? v])\n if <(item (i) of [mouse hovering? v]) = [true]> then\n switch costume to (i)\n show\n stop [this script v]\n end\n change [i v] by (1)\nend\n\n@Coins\n\nwhen I receive [setup project v]\ngo to [front v] layer\nhide\n\nwhen I receive [setup game v]\nCreate Coins\n\ndefine Create Coins\nset [coin id v] to [0]\nCreate Clone, X: [-210] Y: [-45] Level: [1]\nCreate Clone, X: [1510] Y: [130] Level: [1]\nCreate Clone, X: [1560] Y: [130] Level: [1]\nCreate Clone, X: [1610] Y: [130] Level: [1]\nCreate Clone, X: [-520] Y: [150] Level: [2]\nCreate Clone, X: [-470] Y: [150] Level: [2]\nCreate Clone, X: [750] Y: [-40] Level: [2]\nCreate Clone, X: [1000] Y: [100] Level: [2]\nCreate Clone, X: [680] Y: [120] Level: [3]\nCreate Clone, X: [1165] Y: [-65] Level: [3]\nCreate Clone, X: [1165] Y: [-20] Level: [3]\nCreate Clone, X: [312] Y: [142] Level: [3]\nCreate Clone, X: [-96] Y: [-74] Level: [4]\nCreate Clone, X: [-680] Y: [-74] Level: [4]\nCreate Clone, X: [240] Y: [77] Level: [5]\nCreate Clone, X: [1173] Y: [142] Level: [5]\nCreate Clone, X: [347] Y: [-50] Level: [6]\nCreate Clone, X: [519] Y: [161] Level: [6]\nCreate Clone, X: [845] Y: [115] Level: [6]\nCreate Clone, X: [847] Y: [152] Level: [7]\n\ndefine Create Clone, X: (x) Y: (y) Level: (level)\nif <(Level) = (level)> then\n change [coin id v] by (1)\n if <(letter (coin id) of (item (Level) of [coin status v])) = [0]> then\n set [x v] to (x)\n set [collected? v] to [false]\n set [y v] to (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nif <(collected?) = [false]> then\n set size to (200) %\n go to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n set size to (50) %\nend\n\nwhen I receive [collect v]\n_Detect\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [player dies v]\nrepeat until <(item (Level) of [coin status v]) = (____Prev coin status)>\n replace item (Level) of [coin status v] with (____Prev coin status)\nend\n\ndefine _Detect\nif <touching (player v)?> then\n _set list\n set [_dead x v] to (x position)\n set [_dead y v] to (y position)\n broadcast (_collect coin v)\n delete this clone\nend\n\ndefine _set list\nset [collected? v] to [true]\nset [i v] to [1]\nset [level coin v] to []\nrepeat ((coin id) - (1))\n set [level coin v] to (join (level coin) (letter (i) of (item (Level) of [coin status v])))\n change [i v] by (1)\nend\nset [level coin v] to (join (level coin) [1])\nchange [i v] by (1)\nrepeat ((length of (item (Level) of [coin status v])) - (coin id))\n set [level coin v] to (join (level coin) (letter (i) of (item (Level) of [coin status v])))\n change [i v] by (1)\nend\nreplace item (Level) of [coin status v] with (level coin)\n\nwhen I receive [setup game v]\nset [coin id v] to [0]\n\nwhen I receive [setup game v]\nwait (0.1) seconds\nset [____prev coin status v] to (item (Level) of [coin status v])\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\nwhen I receive [restart v]\nwait (0.1) seconds\nset [____prev coin status v] to (item (Level) of [coin status v])\n\n@Game Icons\n\nwhen I receive [setup project v]\nclear graphic effects\nhide\n\nwhen I receive [setup game v]\nCreate Icon at, [-215] [157] size [50] id [Coin Icon]\nCreate Icon at, [-215] [107] size [50] id [Enemy Icon]\n\ndefine Create Icon at, (x) (y) size (size) id (id)\ngo to x: (x) y: (y)\nset size to (size) %\nswitch costume to (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\n@Danger\n\nwhen I receive [setup project v]\ngo to [front v] layer\nhide\n\nwhen I receive [setup game v]\nclear graphic effects\nrepeat (1)\n delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Create Danger at X: [0] Y: [0]\n Create Danger at X: [1] Y: [0]\n Create Danger at X: [2] Y: [0]\n Create Danger at X: [3] Y: [0]\n Create Danger at X: [4] Y: [0]\n Create Danger at X: [5] Y: [0]\n Create Danger at X: [6 ] Y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Create Danger at X: [0] Y: [0]\n Create Danger at X: [1] Y: [0]\n Create Danger at X: [-1] Y: [0]\n Create Danger at X: [2] Y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Create Danger at X: [0] Y: [0]\n Create Danger at X: [1] Y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n Create Danger at X: [0] Y: [0]\n Create Danger at X: [1] Y: [0]\n Create Danger at X: [2] Y: [0]\n Create Danger at X: [3] Y: [0]\n end\n end\n end\nend\n\ndefine Create Danger at X: (x) Y: (y)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nset size to (100) %\n\nwhen I start as a clone\nshow\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\n@Enemies\n\nwhen I receive [setup project v]\nset size to (50) %\npoint in direction (90)\nhide\n\nwhen I receive [setup game v]\nclear graphic effects\nCreate enemy at [762] [-51] to [400] on level [1]\nCreate enemy at [1225] [-80] to [175] on level [1]\nCreate enemy at [1500] [-80] to [175] on level [1]\nCreate enemy at [-285] [-52] to [-300] on level [2]\nCreate enemy at [800] [-80] to [300] on level [3]\nCreate enemy at [400] [-50] to [150] on level [3]\nCreate enemy at [170] [-80] to [150] on level [4]\nCreate enemy at [765] [-80] to [245] on level [5]\nCreate enemy at [645] [-59] to [200] on level [6]\nCreate enemy at [1236] [-59] to [200] on level [6]\nCreate enemy at [1236] [-59] to [300] on level [7]\n\ndefine Create enemy at (x) (y) to (x2) on level (level)\nif <(Level) = (level)> then\n set [id v] to [clone]\n set [status v] to [alive]\n set [x v] to (x)\n set [y v] to (y)\n set [start x v] to (x)\n set [end x v] to ((x) + (x2))\n set [left/right v] to [0]\n if <not <(x2) = [0]>> then\n set [left/right v] to [1]\n end\n create clone of (_myself_ v)\n set [id v] to [sprite]\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nif <(status) = [alive]> then\n set size to (200) %\n go to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n set size to (50) %\n if <(_animation) = [false]> then\n Tick\n end\nend\n\ndefine Tick\nset [old x v] to (x)\nchange [x v] by ((((end x) - (start x)) / ([abs v] of ((end x) - (start x)) )) * (Enemy Movespeed))\nif <(old x) > (x)> then\n set [left/right v] to [-1]\n switch costume to (enemy left v)\nelse\n set [left/right v] to [1]\n switch costume to (enemy right v)\nend\nif <<<<(x) > (end x)> or <(x) = (end x)>> and <(left/right) = [1]>> or <<<(x) < (end x)> or <(x) = (end x)>> and <(left/right) = [-1]>>> then\n set [old end x v] to (end x)\n set [end x v] to (start x)\n set [start x v] to (old end x)\nend\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [killed enemy v]\nif <<(distance to [player v]) < [75]> and <<(status) = [alive]> and <(id) = [clone]>>> then\n set [edead x v] to (x)\n set [edead y v] to (y)\n broadcast (dead enemy v)\n delete this clone\nend\n\nwhen I receive [teleport enemies v]\nif <touching (portals v)?> then\n Set teleportation variables\n go to [front v] layer\n set [_animation v] to [true]\n repeat (20)\n change [ghost v] effect by (5)\n change [x v] by (((start tx) - (x)) / (10))\n change [y v] by (((start ty) - (y)) / (10))\n end\n repeat (20)\n change [x v] by (((end tx) - (x)) / (5))\n change [y v] by (((end ty) - (y)) / (5))\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [_animation v] to [false]\n broadcast (done teleporting v)\nend\n\ndefine Set teleportation variables\nset [end tx v] to (End TX)\nset [end ty v] to (End TY)\nset [start ty v] to (Start TY)\nset [start tx v] to (Start TX)\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\n@Dead Enemy\n\nwhen I receive [dead enemy v]\ncreate clone of (_myself_ v)\n\nwhen I receive [setup project v]\nhide\ngo to [front v] layer\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset [x v] to (EDead X)\nset [y v] to (EDead Y)\nset [delta y v] to [10]\nchange [enemies killed v] by (1)\npoint in direction (pick random (-70) to (50))\ngo to x: (0) y: (0)\nshow\nrepeat until <(y position) < [-179]>\n change [delta y v] by (-1)\n turn right (3) degrees\n change [y v] by (delta y)\n change [x v] by (5)\n set size to (200) %\n go to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n set size to (50) %\n go to [front v] layer\nend\ndelete this clone\n\n@Death Screen\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [player dies v]\nswitch costume to (game over v)\nshow\nset size to (200) %\ngo to x: (0) y: (300)\nset size to (100) %\nrepeat (50)\n change y by (((0) - (y position)) / (4))\n go to [front v] layer\nend\n\nwhen I receive [delete everything v]\nhide\n\nwhen I receive [_next level v]\nswitch costume to (level complete v)\nshow\nset size to (200) %\ngo to x: (0) y: (300)\nset size to (100) %\nrepeat (50)\n change y by (((0) - (y position)) / (4))\n go to [front v] layer\nend\n\n@Death Icons\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [player dies v]\nCreate Clones\n\ndefine Create Clones\nswitch costume to (coin icon v)\nset size to (200) %\ngo to x: (-150) y: (445)\nset size to (50) %\ncreate clone of (_myself_ v)\nswitch costume to (enemy icon v)\ngo to x: (50) y: (445)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (50)\n change y by (((50) - (y position)) / (4))\n go to [front v] layer\nend\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nCreate Clones\n\n@Death Counters\n\nwhen I receive [setup project v]\nhide\n\ndefine Render, Number (var) at X: (x) Y: (y) Size: (size) listMAX: (list)\nset [i v] to [1]\ngo to x: (x) y: (y)\nset size to (size) %\nrepeat ((length of (var)) + ((1) + (length of (list))))\n switch costume to (letter (i) of (join (var) (join [/] (list))))\n create clone of (_myself_ v)\n change x by ((size) / (1.5))\n change [i v] by (1)\nend\n\nwhen I start as a clone\nshow\nrepeat (50)\n change y by (((50) - (y position)) / (4))\n go to [front v] layer\nend\n\nwhen I receive [player dies v]\nRender, Number (Coins Collected) at X: [-115] Y: [345] Size: [25] listMAX: (item (Level) of [coins needed v])\nRender, Number (Enemies Killed) at X: [85] Y: [345] Size: [25] listMAX: (item (Level) of [total enemies v])\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nRender, Number (Coins Collected) at X: [-115] Y: [345] Size: [25] listMAX: (item (Level) of [coins needed v])\nRender, Number (Enemies Killed) at X: [85] Y: [345] Size: [25] listMAX: (item (Level) of [total enemies v])\n\n@BG Parallax\n\nwhen I receive [setup project v]\nclear graphic effects\nhide\nCreate Parallax\n\ndefine Create Parallax\nset [i v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (i)\nif <(costume [name v]) = [Moon]> then\n set [ghost v] effect to (90)\nend\ngo to [back v] layer\ngo [forward v] ([abs v] of ((i) - (6)) ) layers\nshow\nforever\n if <(costume [name v]) = [Black Background]> then\n go to x: (0) y: (0)\n else\n go to x: ((mouse x) / ((i) * (15))) y: ((mouse y) / ((i) * (15)))\n end\nend\n\n@_Buttons\n\nwhen I start as a clone\nwait (0.0001) seconds\nif <<(Coins) < (item ((Level) + (1)) of [level reqs v])> and <(costume [name v]) = [Next]>> then\n switch costume to (join [Locked ] ((Level) + (1)))\nend\nshow\nrepeat (50)\n change y by (((-25) - (y position)) / (4))\n go to [front v] layer\nend\nforever\n if <<touching (mouse-pointer v)?> and <not < (costume [name v]) contains [Locked]?>>> then\n Smooth Grow/Shrink, Speed [4] End Size [90] Times [5] * [n]\n else\n Smooth Grow/Shrink, Speed [4] End Size [75] Times [5] * [n]\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <($Button Already Pressed BugFix) = [0]>> and <not < (costume [name v]) contains [Locked]?>>> then\n set [$button already pressed bugfix v] to [1]\n Smooth Grow/Shrink, Speed [2] End Size [60] Times [5] * [y]\n wait until <not <mouse down?>>\n broadcast (costume [name v])\n set [$button already pressed bugfix v] to [0]\n end\nend\n\ndefine Create Clones For Death\nswitch costume to (restart v)\nset size to (200) %\ngo to x: (-50) y: (420)\nset size to (75) %\ncreate clone of (_myself_ v)\nswitch costume to (home v)\ngo to x: (50) y: (420)\ncreate clone of (_myself_ v)\n\nwhen I receive [player dies v]\nCreate Clones For Death\n\nwhen I receive [setup project v]\npoint in direction (0)\nhide\n\ndefine Smooth Grow/Shrink, Speed (speed) End Size (size) Times (times) * (y/n)\nrepeat (times)\n change size by (((size) - (size)) / (speed))\n if <<mouse down?> and <(y/n) = [n]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [delete everything v]\ndelete this clone\n\ndefine Create Clones for next level\nswitch costume to (restart v)\nset size to (200) %\ngo to x: (-100) y: (420)\nset size to (75) %\ncreate clone of (_myself_ v)\nswitch costume to (home v)\ngo to x: (0) y: (420)\ncreate clone of (_myself_ v)\nswitch costume to (next v)\ngo to x: (100) y: (420)\ncreate clone of (_myself_ v)\n\nwhen I receive [_next level v]\nCreate Clones for next level\n\n@Transition\n\nwhen I receive [setup project v]\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nwhen I receive [level select v]\nBasic Transition\nbroadcast (Setup Play Button v) and wait\nbroadcast (Play v)\nrepeat (([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) ) * (2))\n change [ghost v] effect by ([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) )\n go to [front v] layer\nend\nset [ghost v] effect to (100)\n\ndefine Basic Transition\nset [ghost v] effect to (100)\nshow\nrepeat (([ceiling v] of ([abs v] of (((item (4) of [settings data v]) / (2)) - (51)) ) ) * (2))\n if <([ceiling v] of (((item (4) of [settings data v]) / (12.5)) - (1)) ) = ([abs v] of ([ceiling v] of (((item (4) of [settings data v]) / (12.5)) - (1)) ) )> then\n change [ghost v] effect by ((0) - ([ceiling v] of (((item (4) of [settings data v]) / (12.5)) - (1)) ))\n else\n change [ghost v] effect by ([ceiling v] of (((item (4) of [settings data v]) / (12.5)) - (1)) )\n end\n go to [front v] layer\nend\nbroadcast (Delete Everything v)\nwait (0.5) seconds\n\nwhen I receive [home v]\nBasic Transition\nbroadcast (Menu v)\nrepeat (([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) ) * (2))\n change [ghost v] effect by ([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) )\n go to [front v] layer\nend\nset [ghost v] effect to (100)\n\nwhen I receive [restart v]\nBasic Transition\nbroadcast (Setup Game v) and wait\nbroadcast (Play Game v)\nrepeat (([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) ) * (2))\n change [ghost v] effect by ([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) )\n go to [front v] layer\nend\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\nBasic Transition\nchange [level v] by (1)\nbroadcast (Setup Game v) and wait\nbroadcast (Play Game v)\nrepeat (([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) ) * (2))\n change [ghost v] effect by ([ceiling v] of ([abs v] of ((((item (4) of [settings data v]) / (10)) * (2)) - (21)) ) )\n go to [front v] layer\nend\nset [ghost v] effect to (100)\n\n@Collect Coin\n\nwhen I receive [_collect coin v]\ngo to x: (_Dead X) y: (_Dead Y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup project v]\nhide\ngo to [front v] layer\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nclear graphic effects\n__Find Total coins\nshow\nrepeat (50)\n change y by (((157) - (y position)) / (4))\n change x by (((-215) - (x position)) / (4))\nend\ndelete this clone\n\ndefine __Find Total coins\nset [i v] to [1]\nset [1s v] to [0]\nrepeat (length of (item (Level) of [coin status v]))\n if <(letter (i) of (item (Level) of [coin status v])) = [1]> then\n change [1s v] by (1)\n end\n change [i v] by (1)\nend\nset [coins collected v] to (1s)\n\n@Moving Traps\n\nwhen I receive [tick v]\nif <(id) = [clone]> then\n set size to (300) %\n Re positon\n if <(spinning?) = [true]> then\n turn right ((Trap Speed) * (2)) degrees\n else\n point in direction (90)\n end\n set size to (100) %\n Detection\nend\n\ndefine Create Trap (x) (y) movement (xmove) (ymove) costume (costume) spin <y/n>\nset [x v] to ((x) * (460))\nset [y v] to (y)\nset [startx v] to (x)\nset [starty v] to (y)\nset [endx v] to ((x) + (xmove))\nset [endy v] to ((y) + (ymove))\nif <(endX) < (startX)> then\n set [left/right v] to [-1]\nelse\n set [left/right v] to [1]\nend\nif <(endY) < (startY)> then\n set [up/down v] to [-1]\nelse\n set [up/down v] to [1]\nend\nif <y/n> then\n set [spinning? v] to [true]\nelse\n set [spinning? v] to [false]\nend\nset [id v] to [clone]\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nset [id v] to [sprite]\n\nwhen I receive [setup game v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Create Trap [0.7] [-10] movement [300] [0] costume [1] spin <[1] = [1]>\n Create Trap ((780) / (480)) [-150] movement [0] [90] costume [2] spin <[1] = [0]>\n Create Trap ((1000) / (480)) [-150] movement [0] [90] costume [3] spin <[1] = [0]>\nelse\n if <(Level) = [3]> then\n Create Trap [0.7] [-50] movement [0] [150] costume [1] spin <[1] = [1]>\n Create Trap ((800) / (480)) [110] movement [0] [0] costume [1] spin <[1] = [1]>\n Create Trap ((1340) / (480)) [-25] movement [350] [0] costume [1] spin <[1] = [1]>\n else\n if <(Level) = [4]> then\n Create Trap ((-50) / (480)) [40] movement [0] [0] costume [5] spin <[1] = [1]>\n Create Trap ((-710) / (480)) [-100] movement [0] [200] costume [6] spin <[1] = [1]>\n Create Trap ((257) / (480)) [50] movement [300] [0] costume [1] spin <[1] = [1]>\n else\n if <(Level) = [5]> then\n Create Trap ((280) / (480)) [51] movement [200] [0] costume [5] spin <[1] = [1]>\n else\n if <(Level) = [6]> then\n Create Trap ((765) / (480)) [115] movement [0] [0] costume [6] spin <[1] = [1]>\n Create Trap ((1230) / (480)) [-74] movement [0] [0] costume [7] spin <[1] = [0]>\n else\n if <(Level) = [7]> then\n Create Trap ((85) / (480)) [0] movement [200] [0] costume [5] spin <[1] = [1]>\n Create Trap ((285) / (480)) [100] movement [-200] [0] costume [5] spin <[1] = [1]>\n Create Trap ((700) / (480)) [-170] movement [0] [100] costume [8] spin <[1] = [0]>\n Create Trap ((750) / (480)) [-70] movement [0] [-100] costume [8] spin <[1] = [0]>\n Create Trap [1.04] [0] movement [0] [0] costume [9] spin <[1] = [0]>\n Create Trap ((1300) / (480)) [100] movement [0] [-150] costume [6] spin <[1] = [1]>\n Create Trap ((1550) / (480)) [-50] movement [0] [150] costume [6] spin <[1] = [1]>\n else\n if <(Level) = [8]> then\n Create Trap ((530) / (480)) [105] movement [0] [0] costume [6] spin <[1] = [1]>\n Create Trap ((625) / (480)) [-50] movement [0] [0] costume [6] spin <[1] = [1]>\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup game v]\nhide\nswitch costume to (trap v)\n\nwhen I start as a clone\nRe positon\n\nwhen I receive [end v]\ndelete this clone\n\ndefine Detection\nchange [x v] by ((((endX) - (startX)) / ([abs v] of ((endX) - (startX)) )) * (Trap Speed))\nchange [y v] by ((((endY) - (startY)) / ([abs v] of ((endY) - (startY)) )) * (Trap Speed))\nif <<<<(x) > (endX)> or <(x) = (endX)>> and <(left/right) = [1]>> or <<<(x) < (endX)> or <(x) = (endX)>> and <(left/right) = [-1]>>> then\n set [x v] to (endX)\n set [endx v] to (startX)\n set [startx v] to (x)\n if <(left/right) = [1]> then\n set [left/right v] to [-1]\n else\n set [left/right v] to [1]\n end\nend\nif <<(y) = (endY)> or <<<(y) > (endY)> and <(up/down) = [1]>> or <<(y) < (endY)> and <(up/down) = [-1]>>>> then\n set [y v] to (endY)\n set [endy v] to (startY)\n set [starty v] to (y)\n if <(up/down) = [1]> then\n set [up/down v] to [-1]\n else\n set [up/down v] to [1]\n end\nend\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\ndefine Re positon\nset size to (300) %\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nset size to (100) %\nif <<not <((x) - (Scroll X)) = (x position)>> or <not <((y) - (Scroll Y)) = (y position)>>> then\n hide\nelse\n show\nend\n\n@Music\n\nwhen I receive [setup project v]\nbroadcast (song v)\n\nwhen I receive [song v]\nforever\n play sound [607493_The-Force v] until done\nend\n\nwhen I receive [song v]\nforever\n set volume to (item (1) of [settings data v]) %\nend\n\n@Menu Icons\n\nwhen I receive [menu v]\ngo to [front v] layer\nset size to (50) %\ngo to x: ((215) - ((length of (Coins)) * (32))) y: (-153)\nshow\n\nwhen I receive [setup game v]\nhide\n\nwhen I receive [_next level v]\ngo to [front v] layer\nset size to (50) %\ngo to x: ((215) - ((length of (Coins)) * (32))) y: (-153)\nshow\n\nwhen I receive [player dies v]\ngo to [front v] layer\nset size to (50) %\ngo to x: ((215) - ((length of (Coins)) * (32))) y: (-153)\nshow\n\n@Trampoline\n\nwhen I start as a clone\nshow\nswitch costume to (pad1 v)\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n broadcast (bounce v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [setup game v]\nCreate Clone at [200] [-65] on level [3]\nCreate Clone at [600] [-65] on level [3]\nCreate Clone at [100] [-95] on level [4]\nCreate Clone at [1255] [-93] on level [5]\nCreate Clone at [996] [-70] on level [6]\nCreate Clone at [180] [-71] on level [7]\nCreate Clone at [1150] [-71] on level [7]\nCreate Clone at [0] [-71] on level [8]\nCreate Clone at [-550] [-71] on level [8]\nCreate Clone at [325] [-71] on level [8]\nCreate Clone at [500] [-71] on level [8]\n\ndefine Create Clone at (x) (y) on level (level)\nif <(Level) = (level)> then\n set [x v] to (x)\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nset size to (60) %\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\n@Boosters\n\nwhen I receive [setup project v]\nhide\n\ndefine Create Clone at (x) (y) on level (level) power (powerx) (powery) dir (dir) costume (costume)\nif <(Level) = (level)> then\n switch costume to (costume)\n point in direction (dir)\n set [x v] to (x)\n set [y v] to (y)\n set [powerx v] to (powerx)\n set [powery v] to (powery)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nset size to (60) %\nif <touching (player v)?> then\n set [boost x v] to (powerx)\n set [boost y v] to (powery)\n broadcast (boost v)\nend\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [setup game v]\nCreate Clone at [600] [110] on level [3] power [10] [0] dir [90] costume [1]\nCreate Clone at [1240] [70] on level [3] power [-10] [0] dir [-90] costume [1]\nCreate Clone at [1340] [70] on level [3] power [-10] [0] dir [-90] costume [1]\nCreate Clone at [1440] [70] on level [3] power [-10] [0] dir [-90] costume [1]\nCreate Clone at [1540] [70] on level [3] power [-10] [0] dir [-90] costume [1]\nCreate Clone at [1640] [70] on level [3] power [-10] [0] dir [-90] costume [1]\nCreate Clone at [100] [110] on level [4] power [0] [-10] dir [180] costume [1]\nCreate Clone at [-51] [117] on level [4] power [-0.75] [0] dir [-90] costume [2]\nCreate Clone at [-200] [65] on level [4] power [7] [4] dir [65] costume [1]\nCreate Clone at [645] [39] on level [6] power [2.5] [2.5] dir [65] costume [2]\nCreate Clone at [745] [39] on level [6] power [0] [5] dir [0] costume [2]\nCreate Clone at [845] [39] on level [6] power [-2.5] [2.5] dir [-65] costume [2]\nCreate Clone at [1019] [-90] on level [7] power [-10] [0] dir [-90] costume [2]\nCreate Clone at [1019] [-40] on level [7] power [-10] [0] dir [-90] costume [2]\nCreate Clone at [1019] [100] on level [7] power [-10] [0] dir [-90] costume [2]\nCreate Clone at [1019] [150] on level [7] power [-10] [0] dir [-90] costume [2]\nCreate Clone at [1019] [200] on level [7] power [-10] [0] dir [-90] costume [2]\nCreate Clone at [0] [150] on level [8] power [-15] [0] dir [-90] costume [1]\nCreate Clone at [-550] [150] on level [8] power [9] [-6] dir [120] costume [1]\nCreate Clone at [-413] [-31] on level [8] power [15] [0] dir [90] costume [1]\nCreate Clone at [250] [-40] on level [8] power [2] [0] dir [90] costume [2]\nCreate Clone at [325] [130] on level [8] power [-5] [0] dir [-90] costume [2]\nCreate Clone at [415] [-40] on level [8] power [9] [0] dir [90] costume [1]\nCreate Clone at [250] [130] on level [8] power [10] [6] dir [45] costume [1]\n\nwhen I start as a clone\nshow\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\n@Menu Counters\n\nwhen I receive [setup project v]\nhide\n\ndefine Render Screen Counters\nRender, Number (Coins) at X: ((218) - (((length of (Coins)) - (1)) * (10))) Y: [-155] Size: [25]\n\ndefine Render, Number (var) at X: (x) Y: (y) Size: (size)\nset [i v] to [1]\ngo to x: (x) y: (y)\nset size to (size) %\nrepeat (length of (var))\n switch costume to (letter (i) of (var))\n create clone of (_myself_ v)\n change x by ((size) / (1.6))\n change [i v] by (1)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\nwhen I receive [setup game v]\nhide\n\nwhen I receive [_next level v]\nwait (0.0001) seconds\nRender Screen Counters\n\nwhen I receive [player dies v]\nwait (0.0001) seconds\nRender Screen Counters\n\nwhen I receive [setup game v]\ndelete this clone\n\nwhen I receive [setup project v]\nRender Screen Counters\n\nwhen I receive [finished loading v]\ndelete this clone\n\nwhen I receive [finished loading v]\nwait (0.0001) seconds\nRender Screen Counters\n\n@Messages\n\nwhen I receive [setup project v]\nhide\nclear graphic effects\n\nwhen I receive [_null message v]\nswitch costume to (join [Level ] (___Message))\nclear graphic effects\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nhide\n\n@Splash\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Portals\n\nwhen I receive [setup project v]\nhide\n\nwhen I receive [setup game v]\ndelete all of [green portal x v]\ndelete all of [green portal y v]\ndelete all of [purple portal y v]\ndelete all of [purple portal x v]\nset [i v] to [1]\nset [_teleporting? v] to [false]\nset [portal turn speed v] to [15]\nCreate Portal link starting at [150] [150] to [250] [-50] on level [5] size [100]\nCreate Portal link starting at [440] [-50] to [350] [119] on level [5] size [100]\nCreate Portal link starting at [1100] [-80] to [650] [-80] on level [5] size [75]\nCreate Portal link starting at [1244] [141] to [1384] [-70] on level [5] size [90]\nCreate Portal link starting at [-150] [50] to [275] [50] on level [6] size [90]\nCreate Portal link starting at [0] [50] to [275] [150] on level [6] size [90]\nCreate Portal link starting at [150] [50] to [275] [-50] on level [6] size [90]\nCreate Portal link starting at [430] [50] to [525] [50] on level [6] size [90]\nCreate Portal link starting at [430] [150] to [525] [50] on level [6] size [90]\nCreate Portal link starting at [430] [-50] to [525] [50] on level [6] size [90]\nCreate Portal link starting at [180] [150] to [410] [150] on level [7] size [75]\nCreate Portal link starting at [-266] [79] to [-550] [20] on level [8] size [90]\nCreate Portal link starting at [-266] [-50] to [125] [150] on level [8] size [75]\nCreate Portal link starting at [125] [50] to [-650] [150] on level [8] size [75]\nCreate Portal link starting at [-650] [-50] to [250] [50] on level [8] size [75]\nCreate Portal link starting at [655] [86] to [775] [-25] on level [8] size [75]\n\ndefine Create Portal link starting at (x) (y) to (x2) (y2) on level (level) size (size)\nif <(Level) = (level)> then\n set [size v] to (size)\n set [type v] to [enter]\n switch costume to (enter v)\n add (x) to [green portal x v]\n add (y) to [green portal y v]\n set [x v] to (item (i) of [green portal x v])\n set [y v] to (item (i) of [green portal y v])\n create clone of (_myself_ v)\n set [type v] to [exit]\n switch costume to (exit v)\n add (x2) to [purple portal x v]\n add (y2) to [purple portal y v]\n set [x v] to (item (i) of [purple portal x v])\n set [y v] to (item (i) of [purple portal y v])\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [tick v]\nset size to (200) %\nturn right ((((costume [number v]) mod (2)) * ((portal turn speed) * (2))) - (portal turn speed)) degrees\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nset size to (size) %\nif <<<touching (player v)?> or <touching (enemies v)?>> and <(type) = [enter]>> then\n set [start tx v] to (x)\n set [start ty v] to (y)\n set [end tx v] to (item (i) of [purple portal x v])\n set [end ty v] to (item (i) of [purple portal y v])\n broadcast (return end v) and wait\n if <(_teleporting?) = [false]> then\n if <<touching (player v)?> and <([_animation in progress? v] of [player v]) = [false]>> then\n broadcast (Teleport v)\n else\n if <touching (enemies v)?> then\n broadcast (Teleport Enemies v)\n end\n end\n set [_teleporting? v] to [true]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [done teleporting v]\nset [_teleporting? v] to [false]\n\nwhen I receive [delete everything v]\ndelete this clone\n\nwhen I receive [_next level v]\nset [brightness v] effect to (-10)\n\nwhen I receive [player dies v]\nset [brightness v] effect to (-10)\n\n@Sliders\n\nwhen I receive [setup project v]\nhide\n\ndefine Create Slider at (y) and id of (id)\nset [end y v] to (y)\nset [slider id v] to (id)\nset [slider part v] to [Slider]\ncreate clone of (_myself_ v)\nset [slider part v] to [Button]\ncreate clone of (_myself_ v)\nset [slider id v] to [SPRITE]\n\nwhen I start as a clone\nhide\nswitch costume to (slider part)\nif <(slider part) = [Button]> then\n go to x: (((item (slider id) of [settings data v]) * (1.72)) + (36)) y: (-200)\nelse\n go to x: (122) y: (-200)\nend\ngo to [front v] layer\ngo [backward v] (costume [number v]) layers\nshow\nrepeat (40)\n change y by (((end Y) - (y position)) / (5))\nend\nforever\n if <(slider part) = [Button]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n if <(x position) < [36]> then\n set x to (36)\n end\n if <(x position) > [208]> then\n set x to (208)\n end\n Update Variables\n end\n end\n Update Variables\n end\nend\n\nwhen I receive [settings v]\nCreate Slider at [150] and id of [1]\nCreate Slider at [100] and id of [2]\nCreate Slider at [50] and id of [3]\nCreate Slider at [0] and id of [4]\n\ndefine Update Variables\nif <(length of [settings data v]) < (slider id)> then\n repeat ((slider id) - (length of [settings data v]))\n add [] to [settings data v]\n end\n replace item (slider id) of [settings data v] with (round (((x position) - (36)) / (1.72)))\nelse\n replace item (slider id) of [settings data v] with (round (((x position) - (36)) / (1.72)))\nend\n\nwhen I receive [back v]\ndelete this clone\n\n@Slider Labels\n\nwhen I receive [setup project v]\nhide\n\ndefine Create Slider at (y) and id of (id)\nset [end y v] to (y)\nset [label id v] to (id)\ncreate clone of (_myself_ v)\nset [label id v] to [SPRITE]\n\nwhen I start as a clone\nhide\ngo to x: (-41) y: (-200)\nswitch costume to (label id)\ngo to [front v] layer\nshow\nrepeat (40)\n change y by (((end Y) - (y position)) / (5))\nend\n\nwhen I receive [settings v]\nCreate Slider at [150] and id of [1]\nCreate Slider at [100] and id of [2]\nCreate Slider at [50] and id of [3]\nCreate Slider at [0] and id of [4]\n\nwhen I receive [back v]\ndelete this clone\n\n
+This is most likely the final release\n\nInstructions:\n+Use the arrow keys or WASD to move your character\n+Collect coins to unlock more levels\n+Jump onto enemies to kill them\n+Avoid Spikes and Blades\n+Enter Green Portals to be Teleported to Purple Portals\n\nSaving Progress:\n+Press the "Save" button in the start menu\n+Triple click the code it gives you\n+Create a .txt document and paste the code into it\n+When you want to get your progress back press the "Load" button\n\nCode:\n+Global Variables 30+\n+Total Variables 50+\n+Total Lists 10+\n+Total Blocks 2410+\n+Total Sprites 30+
Eruption - Up/Down Platformer #Games #All
@Stage\n\n@lagbegone\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 (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 (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 <(y position) > [175]> then\n broadcast (FINISH v)\n go to x: (-195) y: (-80)\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 (falling rocks v)?>> or <<touching (rising lava v)?> or <touching (lava blobs v)?>>> or > or <touching (lava blob horizontal v)?>> then\n broadcast (die v)\n go to x: (-195) y: (-80)\n end\nend\n\nwhen flag clicked\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 [Inferno2 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-195) 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: (-195) y: (-80)\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-195) y: (-80)\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) * (0.85))\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 [10]\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 (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n broadcast (FINISH v)\n go to x: (-195) y: (-80)\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: (-195) y: (-80)\n\n@Rising Lava\n\nwhen flag clicked\ngo to x: (0) y: (20)\nforever\n go to [front v] layer\n change y by (0.25)\nend\n\nwhen I receive [die v]\ngo to x: (0) y: (20)\n\nwhen I receive [finish v]\ngo to x: (0) y: (20)\n\n@Falling Rocks\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone y v] to [0]\nset x to (pick random (230) to (-230))\nset y to (180)\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (3))\nforever\n turn right (pick random (2) to (10)) degrees\n change y by (-7)\n if <(y position) < [-160]> then\n delete this clone\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nchange [clone y v] by (1)\nchange y by (clone y)\n\n@Text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [finish v]\nnext costume\n\n@Spikes\n\nwhen I receive [finish v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [finish v]\nif <(costume [number v]) = [9]> then\n broadcast (End v)\nend\n\nwhen I receive [end v]\nforever\n stop [other scripts in sprite v]\nend\n\ngo to [front v] layer\n\n@Background\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n set [ghost v] effect to (50)\nend\n\nhide\n\n@Lava Shooters\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [4 v]\nhide\n\n@Lava Blobs\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (36) y: (-8)\nforever\n glide (0.5) secs to x: (36) y: (87)\n hide\n wait (0.5) seconds\n show\n glide (0.5) secs to x: (36) y: (-8)\n hide\n wait (0.5) seconds\n show\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [4 v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Lava Blob Horizontal\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (239) y: (95)\nforever\n glide (1) secs to x: (-230) y: (95)\n go to x: (239) y: (95)\n wait (1) seconds\nend\n\nhide\n\nwhen I receive [4 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Love and Fave and Follow\nN to skip\nUse arrow keys to move,\nMobile friendly.\nDodge the rocks falling down.\nDon't get caught by the lava!\n\nAdvertising Will be reported!!!\n\nStory: You were for some reason in a volcano when it started erupting. You must get up and out of there as soon as possible.\n
Unstructions (A Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (3 v)\nforever\n play sound [2019-09-08_-_Sneaky_Rascal_-_David_Fesliyan v] until done\nend\n\n@guy\n\nwhen flag clicked\nset [jumpvel v] to [10]\nhide variable [x v]\nhide variable [platformer: y v]\nset [x v] to [0]\nset [platformer: y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-200]\nset [startpointy v] to [-80]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (intro v)\nswitch backdrop to (backdrop1 v)\nset size to (100) %\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nset [runx v] to [3]\nset [runx2 v] to [-3]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (runx)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (runx2)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to (JUMPVEL)\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <(x position) < [-235]> then\n if <<not <(backdrop [name v]) = [1]>> and <not <(backdrop [name v]) = [14]>>> then\n change [level v] by (1)\n switch backdrop to ((backdrop [name v]) + (-1))\n set [xv v] to [0]\n set [yy v] to [0]\n set x to (225)\n end\n end\n if <[235] < (x position)> then\n if <<not <(backdrop [name v]) = [11]>> and <not <(backdrop [name v]) = [15]>>> then\n change [level v] by (1)\n switch backdrop to ((backdrop [name v]) + (1))\n set [xv v] to [0]\n set [yy v] to [0]\n set x to (-225)\n end\n end\n if <touching color (#ff9400)?> then\n start sound [boing v]\n set [yv v] to [24]\n end\n if <<(y position) < [-175]> and <(backdrop [name v]) = [6]>> then\n set y to (150)\n switch backdrop to (12 v)\n end\n if <<(y position) < [-175]> and <(backdrop [name v]) = [13]>> then\n set y to (150)\n switch backdrop to (6 v)\n end\n if <<[175] < (y position)> and <(backdrop [name v]) = [7]>> then\n set y to (-150)\n switch backdrop to (14 v)\n end\n if <<(y position) < [-175]> and <(backdrop [name v]) = [14]>> then\n set y to (150)\n switch backdrop to (7 v)\n end\nend\n\n@Door Block 1\n\nwhen flag clicked\nset [doorblock1 v] to [YES]\ngo to x: (0) y: (0)\nhide\nforever\n if <(DoorBlock1) = [YES]> then\n if <(backdrop [name v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n else\n if <(backdrop [name v]) = [13]> then\n go to x: (158) y: (128)\n switch costume to (costume2 v)\n show\n if <touching (guy v)?> then\n set [doorblock1 v] to [NO]\n hide\n end\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nset [powerup v] to [YES]\ngo to x: (-201) y: (-76)\nhide\nforever\n if <(POWERUP) = [YES]> then\n if <(backdrop [name v]) = [1]> then\n switch costume to (costume1 v)\n show\n if <touching (guy v)?> then\n set [powerup v] to [NO]\n set [jumpvel v] to [15]\n end\n else\n hide\n end\n else\n hide\n end\nend\n\n@Door Block 2\n\nwhen flag clicked\nset [doorblock2 v] to [YES]\ngo to x: (0) y: (0)\nhide\nforever\n if <(DOORBLOCK2) = [YES]> then\n if <(backdrop [name v]) = [8]> then\n go to x: (90) y: (-90)\n switch costume to (costume2 v)\n show\n if <touching (guy v)?> then\n set [doorblock2 v] to [NO]\n hide\n end\n else\n hide\n end\n else\n if <(backdrop [name v]) = [7]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n else\n hide\n end\n end\nend\n\nshow\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide variable [score v]\nhide variable [☁ high score v]\nswitch backdrop to (3 v)\nhide\nwait until <[15] = (backdrop [number v])>\nset [score v] to (timer)\nif <(Score) < (☁ High Score)> then\n set [☁ high score v] to (Score)\nend\nforever\n if <[15] = (backdrop [number v])> then\n show variable [☁ high score v]\n show variable [score v]\n else\n hide\n end\nend\n\n@PArticle\n\nwhen flag clicked\nset [powerup v] to [YES]\ngo to x: (-201) y: (-76)\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (10) %\ngo to (sprite1 v)\nchange x by (pick random (-20) to (20))\nif <(POWERUP) = [YES]> then\n if <(backdrop [name v]) = [1]> then\n switch costume to (costume1 v)\n show\n else\n hide\n end\nelse\n hide\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n@Door Block 3\n\nwhen flag clicked\nset [db3 v] to [YES]\ngo to x: (0) y: (0)\nhide\nforever\n if <(DB3) = [YES]> then\n if <(backdrop [name v]) = [11]> then\n go to x: (0) y: (-90)\n switch costume to (costume2 v)\n show\n if <touching (guy v)?> then\n set [db3 v] to [NO]\n hide\n end\n else\n if <(backdrop [name v]) = [8]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nshow\n\n
Here are not the unstructions.\n\nBy the way, I am only releasing a new platformer when this gets 100 likes.\n\nIf you get a high score, I will beat it.
Elements 5:Sky || A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nwait until <(Level) = [17]>\nswitch backdrop to (sky2 v)\nwait until <(Level) = [18]>\nswitch backdrop to (cave v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nReset Level\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (.9)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Die\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\ndefine Reset Level\nclear graphic effects\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\ndefine Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nReset Level\n\nwhen 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\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n show\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n show\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n show\n switch costume to (Level)\nend\n\n@Sprite2\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@Sprite3\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@Sprite4\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@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nhide\n\n
You, explorer, have set foot in the Sky World. For some odd reason, it is connected directly to the earth.\n\nControls:\nUse the arrow keys to move.
Undertale Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (dekor 1 v)\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch backdrop to (dekor 2 v)\n else\n if <(level) = [7]> then\n switch backdrop to (dekor 3 v)\n else\n switch backdrop to (dekor 1 v)\n end\n end\nend\n\n@Smiley\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (zemin v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-222) y: (-127)\nset [speed y v] to [0]\nforever\n change y by (speed y)\n change [speed y v] by (-1)\n touch ground <(speed y) > [0]>\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n walk (90) (5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n walk (-90) (-5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling) < [3]>> then\n set [speed y v] to [13]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<<<(y position) < [-165]> or <touching color (#4cdbdb)?>> or <touching color (#57fbfb)?>> or <touching (sprite2 v)?>> then\n broadcast (levelbitti v)\n go to x: (-227) y: (170)\n change [deaths v] by (1)\n end\n if <touching (zemin v)?> then\n change [deaths v] by (1)\n end\n if <touching color (#0ceb21)?> then\n change [speed y v] by (25)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nset size to (30) %\nset [deaths v] to [0]\nhide variable [deaths v]\nset [level v] to [1]\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 (zemin 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 [end v]\nhide\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [levelbitti v]\nif <(level) = [2]> then\n go to x: (-222) y: (152)\nend\nif <(level) = [3]> then\n go to x: (-220) y: (-77)\nend\nif <(level) = [4]> then\n go to x: (5) y: (-85)\nend\nif <(level) = [6]> then\n go to x: (-220) y: (-77)\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [7]>> then\n if <(x position) > [225]> then\n broadcast (level-up v)\n broadcast (levelbitti v)\n end\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nplay sound [Undertale- Megalovania v] until done\nplay sound [Undertale- Megalovania v] until done\nplay sound [Undertale- Megalovania v] until done\n\nwhen flag clicked\nforever\n if <not <(level) = [7]>> then\n wait (1) seconds\n change [süren v] by (1)\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n if <(☁ En iyi süre) > (Süren)> then\n set [☁ en iyi süre v] to (Süren)\n end\n end\nend\n\nwhen flag clicked\nset [süren v] to [0]\n\n@Zemin\n\nwhen I receive [level-up v]\nnext costume\nset [level v] to (costume [number v])\n\nwhen flag clicked\nswitch costume to (undertale-bone-png v)\n\nwhen I receive [mızrak v]\nreset timer\nforever\n if <(timer) > [19]> then\n broadcast (mızrakbit v)\n switch costume to (undertale-bone-png5 v)\n change [level v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [levelbitti v]\nif <(level) = [4]> then\n reset timer\nend\n\n@Ateş\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n point in direction (90)\n go to x: (23) y: (-133)\n wait (2) seconds\n show\n wait (1) seconds\n hide\n end\n if <(level) = [4]> then\n point in direction (36)\n go to x: (167) y: (-137)\n wait (3) seconds\n show\n wait (1) seconds\n hide\n end\nend\n\nwhen I receive [mızrakbit v]\nhide\nstop [other scripts in sprite v]\n\n@Ateş2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to x: (100) y: (52)\n point in direction (0)\n wait (2) seconds\n show\n wait (1) seconds\n hide\n end\n if <(level) = [4]> then\n point in direction (-36)\n go to x: (60) y: (38)\n wait (3) seconds\n show\n wait (1) seconds\n hide\n end\nend\n\nwhen I receive [mızrakbit v]\nhide\nstop [other scripts in sprite v]\n\n@Mızrak\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n broadcast (mızrak v)\n stop [this script v]\n end\nend\n\nwhen I receive [mızrak v]\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nrepeat (1)\n if <(pick random (1) to (6)) = [1]> then\n point in direction (90)\n go to x: (-258) y: (-77)\n show\n glide (2) secs to x: (264) y: (-82)\n delete this clone\n else\n if <(pick random (1) to (6)) = [2]> then\n point in direction (90)\n go to x: (-258) y: (12)\n show\n glide (2) secs to x: (264) y: (12)\n delete this clone\n else\n if <(pick random (1) to (6)) = [3]> then\n point in direction (90)\n go to x: (-258) y: (110)\n show\n glide (2) secs to x: (264) y: (110)\n delete this clone\n else\n if <(pick random (1) to (6)) = [4]> then\n point in direction (180)\n go to x: (-157) y: (198)\n show\n glide (2) secs to x: (-157) y: (-210)\n delete this clone\n else\n if <(pick random (1) to (6)) = [5]> then\n point in direction (180)\n go to x: (0) y: (198)\n show\n glide (2) secs to x: (0) y: (-210)\n delete this clone\n else\n if <(pick random (1) to (6)) = [6]> then\n point in direction (180)\n go to x: (135) y: (198)\n show\n glide (2) secs to x: (135) y: (-210)\n delete this clone\n else\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [mızrakbit v]\nhide\nstop [other scripts in sprite v]\n\n@13-131336_sans-head-png-sans-bad-time-eye-transparent\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\n end\n repeat (2)\n next costume\n wait (0.5) seconds\n end\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n@Undertale\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow variable [süren v]\n\n
BİR KAÇ AY MOLA BYE\n-Arrow keys-WASD to control.\n-Yön tuşları veya WASD kontrol.\n\nEn iyi süreyi geçebilecek misin?\nCan you pass the best time?\n\n@Ventrex_\n#games #platformer #platform #game #undertale #undertaleplatformer
Travel | A mobile scrolling platformer
@Stage\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Scrolling 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\ngo to x: (0) y: (0)\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 size to (100) %\npoint in direction (90)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [y v] 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 (-2.3)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (2.3)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange player y by (sy)\nTest- die\nset [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)) / (4)))\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 (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\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 <<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 [r v] key pressed\nbroadcast (Reset v)\nwait until <not <key (r v) pressed?>>\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 [-84]\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: [0] y: [360]\n Clone at x: [360] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [430] y: [130]\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: [50]\n Clone at x: [360] y: [50]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [180]\n Clone at x: [0] y: [180]\n Clone at x: [0] y: [180]\n Clone at x: [-360] y: [100]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [100]\n Clone at x: [-360] y: [180]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (scrolling player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [-84]\nif <(LEVEL) = [1]> then\n switch costume to (collectable v)\n Clone at x: [-202] y: [-24]\n Clone at x: [64] y: [65]\n Clone at x: [663] y: [94]\n Clone at x: [1329] y: [167]\n Clone at x: [1358] y: [416]\n Clone at x: [1447] y: [416]\n Clone at x: [1550] y: [650]\n Clone at x: [1700] y: [650]\n Clone at x: [1870] y: [650]\n Clone at x: [2000] y: [650]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (collectable v)\n Clone at x: [-190] y: [-30]\n Clone at x: [0] y: [52]\n Clone at x: [219] y: [-30]\n Clone at x: [338] y: [146]\n Clone at x: [480] y: [306]\n Clone at x: [620] y: [466]\n Clone at x: [1505] y: [266]\n Clone at x: [1633] y: [436]\n Clone at x: [1760] y: [617]\n else\n if <(LEVEL) = [3]> then\n switch costume to (collectable v)\n Clone at x: [-82] y: [-20]\n Clone at x: [216] y: [-20]\n Clone at x: [403] y: [46]\n Clone at x: [561] y: [110]\n Clone at x: [776] y: [115]\n Clone at x: [918] y: [140]\n Clone at x: [1099] y: [176]\n Clone at x: [1262] y: [197]\n Clone at x: [1375] y: [225]\n Clone at x: [1525] y: [225]\n Clone at x: [1631] y: [113]\n Clone at x: [1803] y: [113]\n Clone at x: [1931] y: [796]\n Clone at x: [1810] y: [796]\n end\n end\nend\nset [x v] to [-99999999999999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nset [collected dispay v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\n\nwhen [0 v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [-84]\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: [100]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [180]\n Clone at x: [100] y: [180]\n Clone at x: [180] y: [-360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3 2 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (scrolling player v)?> and <(costume [number v]) = [2]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [-84]\nif <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x: [2178] y: [588]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x: [1922] y: [533]\n else\n if <(LEVEL) = [3]> then\n switch costume to (exit closed v)\n Clone at x: [-93] y: [960]\n else\n if <(LEVEL) = [4]> then\n switch costume to (exit closed v)\n Clone at x: [99999999999999] y: [-31]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit closed2 v)\n\n@Decoration\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 [-84]\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: [0] y: [360]\n Clone at x: [360] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [430] y: [130]\n Clone at x: [360] y: [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [50]\n Clone at x: [360] y: [50]\n Clone at x: [360] y: [50]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@THUMB NAIL\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
PLS READ THE INSTRUCTIONS!\n------------------------------------------------------\n-Arrow keys to move (I AM REALLY SORRY I COULDNT PUT WASD!)\n-Avoid spikes and falling down\n-Collect ALL coins to go to the next level.\n------------------------------------------------------\nYou are a traveler! You have to travel somewhere, but the journey is filled with dangerous but exciting things!
Flea || A Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (pic v)\nwait (3) seconds\nswitch backdrop to (intro v)\nwait (1) seconds\nplay sound [Video Game 2 v] until done\nwait (1) seconds\nnext backdrop\n\nwhen I receive [music change v]\nstop all sounds\nstart sound [TheFatRat+-+Time+Lapse v]\nstart sound [TheFatRat+-+Time+Lapse v]\nstart sound [TheFatRat+-+Time+Lapse v]\n\nwhen I receive [music change shelf v]\nstop all sounds\nstart sound [TheFatRat & Phaera - Sunlight v]\nstart sound [TheFatRat & Phaera - Sunlight v]\nstart sound [TheFatRat & Phaera - Sunlight v]\n\nwhen I receive [new music 3 v]\nstop all sounds\nstart sound [Sonic The Hedgehog 2 Chemical Plant Zone Remix v]\nstart sound [Sonic The Hedgehog 2 Chemical Plant Zone Remix v]\nstart sound [Sonic The Hedgehog 2 Chemical Plant Zone Remix v]\n\n@Intro Logo\n\nwhen backdrop switches to [intro v]\nhide\nset size to (100) %\nwait (1) seconds\ngo to x: (36) y: (28)\nshow\nglide (0.5) secs to x: (152) y: (79)\nglide (0.5) secs to x: (41) y: (116)\nglide (0.5) secs to x: (-69) y: (96)\nglide (0.5) secs to x: (-67) y: (34)\nglide (0.5) secs to x: (-24) y: (13)\nglide (1) secs to x: (33) y: (36)\nchange size by (10)\nwait (3) seconds\nhide\n\n@Play sign\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [play screen v]\nshow\ngo to x: (36) y: (28)\nplay sound [Dance Magic v] until done\n\nwhen this sprite clicked\nswitch backdrop to (world screen v)\nhide\n\nwhen backdrop switches to [world screen v]\nstop all sounds\nplay sound [Dance Around v] until done\n\n@World 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [world screen v]\nshow\ngo to x: (11) y: (0)\n\nwhen this sprite clicked\nbroadcast (World1 v)\nswitch backdrop to (b1 v)\nhide\n\nwhen I receive [new level 2 v]\nhide\n\nwhen I receive [new level 3 v]\nhide\n\n@World 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [world screen v]\nshow\ngo to x: (-60) y: (-40)\n\nwhen backdrop switches to [b1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (New level 2 v)\nswitch backdrop to (b1 v)\nhide\n\n@World 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [world screen v]\nshow\ngo to x: (67) y: (-38)\n\nwhen backdrop switches to [b1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (New Level 3 v)\nswitch backdrop to (b1 v)\nhide\n\n@player\n\nwhen flag clicked\nswitch costume to (player1 v)\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (-116) y: (-135)\n\nwhen I receive [reset v]\ngo to x: (-116) y: (-135)\n\nwhen backdrop switches to [b1 v]\nstop all sounds\n\nwhen I receive [menu v]\nhide\nhide variable [level v]\nhide variable [deaths v]\n\nwhen backdrop switches to [b1 v]\nshow variable [level v]\nshow variable [deaths v]\nset [level v] to [1]\n\nwhen I receive [new level v]\ngo to x: (-116) y: (-135)\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (spike v)?> then\n go to x: (-116) y: (-135)\n change [deaths v] by (1)\n end\n if <touching (eraser trampoline! v)?> then\n set [fall v] to [13]\n end\n if <touching (portal v)?> then\n broadcast (New Level v)\n go to x: (-116) y: (-135)\n change [level v] by (1)\n end\n if <<touching (orb v)?> and <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (space v) pressed?>>>>> then\n set [fall v] to [11]\n end\n if <touching (fruit fly v)?> then\n go to x: (-116) y: (-135)\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-116) y: (-136)\nchange [level v] by (1)\n\nwhen [c v] key pressed\nnext costume\n\nwhen backdrop switches to [b1 v]\ngo to x: (-116) y: (-135)\nset [fall v] to [0]\nset rotation style [left-right v]\nforever\n change y by (Fall)\n if <touching (ground v)?> then\n change y by ((0) - (Fall))\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [fall v] to [11]\n start sound [Jump v]\n else\n set [fall v] to [0]\n end\n else\n change [fall v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\nend\n\nif <touching (_edge_ v)?> then\n go to x: (-116) y: (-135)\nend\n\nwhen I receive [new level 2 v]\nset [deaths v] to [0]\nset [level v] to [1]\ngo to x: (-116) y: (-135)\nshow\n\nwhen I receive [new level 3 v]\ngo to x: (-116) y: (-135)\n\nwhen I receive [new level 3 v]\nset [deaths v] to [0]\nset [level v] to [1]\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [new level 2 v]\nshow\nswitch costume to (g12 v)\ngo to x: (36) y: (28)\n\nwhen I receive [world1 v]\nswitch costume to (g1 v)\nshow\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nif <(costume [number v]) = [12]> then\n broadcast (Music Change v)\nend\n\nwhen backdrop switches to [b1 v]\nif <(costume [number v]) = [1]> then\n broadcast (Music change shelf v)\nend\n\nwhen I receive [new level 2 v]\nswitch costume to (g11 v)\nnext costume\n\nwhen backdrop switches to [b1 v]\nif <(costume [number v]) = [13]> then\n broadcast (Hammer change v)\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Background thing change v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Background thing hide v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [18]> then\n broadcast (Goodbye fly v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [19]> then\n broadcast (Pipe line v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [20]> then\n broadcast (Hide pipe line v)\n end\nend\n\nwhen I receive [new level 3 v]\nbroadcast (New Music 3 v)\nshow\nswitch costume to (g22 v)\nnext costume\n\n@Reset\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (-64) y: (-99)\n\nwhen this sprite clicked\nbroadcast (RESET v)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [new level 2 v]\nswitch costume to (reset1 v)\nshow\ngo to x: (-64) y: (-99)\n\nwhen I receive [new level 3 v]\nswitch costume to (reset1 v)\nshow\ngo to x: (-64) y: (-99)\n\n@Menu Button\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (-63) y: (-137)\n\nwhen this sprite clicked\nbroadcast (Menu v)\nhide\nswitch backdrop to (world screen v)\nstop all sounds\n\nwhen I receive [new level 2 v]\nshow\ngo to x: (-63) y: (-137)\n\nwhen I receive [new level 3 v]\nshow\ngo to x: (-63) y: (-137)\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (45) y: (-136)\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [skip button hide v]\nhide\n\nwhen I receive [new level 2 v]\nshow\ngo to x: (45) y: (-136)\n\nwhen I receive [new level 3 v]\nshow\ngo to x: (45) y: (-136)\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Skip Button hide v)\n end\nend\n\nwhen I receive [new level 2 v]\nswitch costume to (spike12 v)\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [world1 v]\nswitch costume to (spike1 v)\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [new level 2 v]\nswitch costume to (spike11 v)\nnext costume\n\nwhen I receive [new level 3 v]\nshow\nswitch costume to (spike22 v)\nnext costume\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [22]> then\n broadcast (Skip Button hide v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [28]> then\n broadcast (Skip Button hide v)\n end\nend\n\n@Eraser Trampoline!\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [new level 2 v]\nswitch costume to (e12 v)\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [world1 v]\nswitch costume to (e1 v)\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [new level 2 v]\nswitch costume to (e11 v)\nnext costume\n\nwhen I receive [new level 3 v]\nshow\nswitch costume to (e22 v)\nnext costume\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [new level 2 v]\nswitch costume to (portal12 v)\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [world1 v]\nswitch costume to (portal v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [new level 2 v]\nswitch costume to (portal11 v)\nnext costume\n\nwhen I receive [new level 3 v]\nswitch costume to (portal23 v)\nshow\ngo to x: (36) y: (28)\n\n@ORB\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [new level 2 v]\nswitch costume to (orb12 v)\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [world1 v]\nswitch costume to (orb1 v)\nshow\n\nwhen I receive [new level 2 v]\nswitch costume to (orb11 v)\nnext costume\n\nwhen I receive [new level 3 v]\nshow\nswitch costume to (orb22 v)\nnext costume\n\n@Fruit Fly\n\nwhen flag clicked\nhide\n\nwhen I receive [new level 2 v]\nshow\nforever\n glide (1.5) secs to (random position v)\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [goodbye fly v]\nhide\n\n@Background stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [new level 2 v]\nhide\n\nwhen I receive [menu v]\n\nhide\n\nwhen I receive [skip v]\nnext costume\n\nwhen backdrop switches to [world screen v]\ngo to x: (72) y: (-3)\nset [ghost v] effect to (75)\n\nwhen I receive [background thing change v]\nshow\nswitch costume to (bstuff2 v)\n\nwhen I receive [background thing hide v]\nhide\n\nwhen I receive [pipe line v]\n\nshow\nswitch costume to (bstuff3 v)\nclear graphic effects\nset [ghost v] effect to (30)\n\nwhen I receive [hide pipe line v]\nhide\n\n
MY NEXT GAME- Aqua lands || A Platformer!\nTHE GAME IS FINISHED!\nUse arrow keys to move! \nPlay on full screen\n[c] Switch costume!\nNON MOBILE FRIENDLY!\nYou might get stuck in the wall but just click the restart button.\nComment if you like it!\nPlease follow me: @HenryWolfe, @Pancham106 and @dmganc!
The Blood Moon | Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (aqua night v)\n\nwhen I receive [menu v]\nswitch backdrop to (aqua night v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (??? v)\n\n@Player\n\nwhen I receive [transition out v]\nshow\nforever\n scroll ph [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine scroll ph (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Walk (90) (speed)\n end\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<(y position) = [-180]> or <touching (pain v)?>> then\n go to x: (0) y: (0)\n start sound [Crunch v]\n point in direction (90)\n set [scrollx v] to [-170]\n set [speed y v] to [0]\nend\nScrolling Blocks\nif <(level) = [6]> then\n switch costume to (hitbox v)\nelse\n switch costume to (yes v)\nend\n\ndefine Reset Player\nshow\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [-150]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nReset Player\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\nbroadcast (menu v)\n\nwhen I receive [play v]\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Transition Out v) and wait\n\nwhen I receive [level 6 v]\nforever\n switch costume to (hitbox v)\nend\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n change [levelx v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nset [levelx v] to [0]\nCreate\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nswitch costume to ((1) / (1))\n\nwhen I receive [level 2 v]\nswitch costume to (level 1 pt 2 v)\n\nwhen I receive [finish v]\ndelete this clone\n\nwhen I receive [level 3 v]\nswitch costume to (level 1 pt 3 v)\n\nwhen I receive [finish v]\nhide\n\n@pain\n\ndefine Create\nwait (1) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n change [levelx_public v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nset [levelx_public v] to [0]\nCreate\nhide\n\nwhen I receive [level 2 v]\nswitch costume to (level 1 pt 2 v)\n\nwhen I receive [level 1 v]\nswitch costume to ((1) / (1))\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [level 3 v]\nswitch costume to (level 1 pt 3 v)\n\nwhen I receive [finish v]\nhide\n\nwhen flag clicked\nhide\n\n@Win\n\nwhen I receive [level 1 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2135]\nset [lo win y v] to [-50]\n\nwhen flag clicked\nclear graphic effects\nhide\n\ndefine set x to (number1) (number2) set y to (number3)\ngo to [front v] layer\nforever\n if <<(ScrollX) > ((number1) - (960))> or <((number1) + (960)) > (ScrollX)>> then\n switch costume to (costume1 v)\n set x to ((0) - ((ScrollX) + ((0) - (number1))))\n switch costume to (number2)\n end\nend\n\nwhen I receive [play v]\nforever\n set y to (Y win)\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n broadcast (finish v)\n delete this clone\n end\nend\n\nwhen I receive [play v]\nforever\n if <([abs v] of ((levelx) - (ScrollX)) ) < [220]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [level 2 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2115]\nset [lo win y v] to [-50]\n\nwhen I receive [level 3 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2135]\nset [lo win y v] to [-55]\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [play v]\nset [x win v] to (LO win X)\nset [y win v] to (LO win Y)\nset x to (X win) (costume [number v]) set y to (Y win)\n\n@Transition\n\nwhen I receive [transition in v]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\ngo to [front v] layer\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\nwait (1) seconds\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nbroadcast (stop v)\ngo to x: (0) y: (0)\nset size to (98) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@menu\n\nwhen I receive [menu v]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n Go to [0] [-5]\n switch costume to (start v)\n go to [front v] layer\n forever\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (level select v)\n delete this clone\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\nif <(id) = [2]> then\n Go to [0] [-115]\n switch costume to (help v)\n go to [front v] layer\n forever\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (help v)\n delete this clone\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\nif <(id) = [3]> then\n Go to [0] [120]\n switch costume to (title v)\n go to [front v] layer\n forever\n point in direction (([cos v] of ((timer) * (1000)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\nif <(id) = [4]> then\n go to [front v] layer\n Go to [0] [0]\n switch costume to (back v)\nend\n\nwhen I receive [transition out v]\ndelete this clone\n\nwhen I receive [play v]\ndelete this clone\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I receive [level select v]\nwait (0.00000001) seconds\ncreate clone of (_myself_ v)\nset [id v] to [4]\n\nwhen I receive [help v]\ndelete this clone\n\nwhen flag clicked\nwait (.01) seconds\nforever\n wait (.02) seconds\n change [timer v] by (1)\nend\n\n@music\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nforever\n play sound [music v] until done\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nclear sound effects\nstop all sounds\nwait (1) seconds\nforever\n if <(level) = [1]> then\n play sound [music4 v] until done\n else\n if <(level) = [2]> then\n play sound [Jon_E_Alpha_-_09_-_Heavy_Day v] until done\n else\n if <(level) = [3]> then\n play sound [Ketsa_-_07_-_The_Stork v] until done\n end\n end\n end\nend\n\n@select\n\nwhen I receive [level select v]\nswitch costume to (plains v)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\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 (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait (.1) seconds\n if <(level) = [1]> then\n broadcast (level 1 v)\n broadcast (Play v)\n end\n if <(level) = [2]> then\n broadcast (level 2 v)\n broadcast (Play v)\n end\n if <(level) = [3]> then\n broadcast (level 3 v)\n broadcast (Play v)\n end\n if <(level) = [4]> then\n broadcast (level 4 v)\n broadcast (Play v)\n end\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n point in direction (90)\n end\nend\n\nwhen I receive [back lv v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n change [level v] by (-1)\nend\n\nwhen I receive [next lv v]\nif <not <(costume [number v]) = [6]>> then\n next costume\n change [level v] by (1)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@level buttons\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n set x to (150)\n forever\n go to [front v] layer\n switch costume to (right buttion v)\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 (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait (.1) seconds\n broadcast (next lv v)\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n point in direction (90)\n end\n end\nend\nif <(id) = [2]> then\n set x to (-150)\n forever\n go to [front v] layer\n switch costume to (left buttion v)\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 (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait (.1) seconds\n broadcast (back lv v)\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n point in direction (90)\n end\n end\nend\n\nwhen I receive [level select v]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [play v]\ndelete this clone\n\n@back\n\nwhen I receive [level select v]\nshow\ngo to x: (-150) y: (-137)\nforever\n go to [front v] layer\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (menu v)\n delete this clone\n end\n else\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [help v]\nshow\ngo to x: (124) y: (6)\nforever\n go to [front v] layer\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (menu v)\n delete this clone\n end\n else\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@intro\n\nwhen I receive [intro v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (180)\n set [intro: y v] to [-1]\n repeat (14)\n change y by (intro: y)\n set [intro: y v] to ((intro: y) * (1.29))\n end\nelse\n go to x: (0) y: (-180)\n set [intro: y v] to [1]\n repeat (14)\n change y by (intro: y)\n set [intro: y v] to ((intro: y) * (1.29))\n end\nend\n\nwhen I receive [intro v]\nset size to (10) %\nrepeat (14)\n change size by (5)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [48]> then\n else\n if <(costume [number v]) = [24]> then\n set size to (100) %\n repeat (11)\n go to [front v] layer\n next costume\n end\n broadcast (del v)\n wait (.1) seconds\n repeat (11)\n go to [front v] layer\n next costume\n end\n delete this clone\n else\n repeat until <(transition) = [1]>\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nhide\ngo to x: (0) y: (180)\nswitch costume to (pug v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-180)\nswitch costume to (thepugmen v)\ncreate clone of (_myself_ v)\nbroadcast (Intro v)\nwait (1) seconds\ngo to x: (44) y: (0)\nset size to (120) %\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nrepeat (20)\n next costume\nend\nbroadcast (bright v)\nwait (1.7) seconds\nbroadcast (expand v)\nwait (1) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume22 v)\ncreate clone of (_myself_ v)\ngo to x: (44) y: (0)\nswitch costume to (costume21 v)\n\nwhen I receive [del v]\nif <(costume [number v]) = [35]> then\n\nwhen I receive [bright v]\nset [brightness v] effect to (100)\nwait (.5) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [expand v]\nchange size by (100)\n\nwhen flag clicked\nplay sound [Intro v] until done\nplay sound [Fade v] until done\nbroadcast (menu v)\n\n@Help\n\nwhen I receive [help v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\n@thing\n\nwhen I receive [play v]\nshow\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nhide\n\n
-----------------The Blood Moon-----------------\n(The sequel no one asked for!!)\nStory: After you made your way through the obstacles in the game Aqua Night. You make your way back to the place you live at but get transported to an alternate reality! and the only way to get back is thought the obstacles you must overcome. \n\nHow to play: To start, use WASD or arrow keys to move, press and drag to use mobile controls. Parkour your way to end orb with lets you win the level. There are 3 levels which is pretty cool. Don't touch the spikes because why would you? \n\nTime for the guilty plug:\nLove, favorite, and follow to show your appreciation for the game!\n\nCredits because I don't s̶t̶e̶a̶l̶ Borrow without informing you of the people I stole from: \n@Thepugmen: For the Aqua Night and all the sprites\n@Thepugmen: For Game, Sprites, code, art, gameplay\n@Thepugmen: For writing all of the jokes, help section, and other text related stuff.\n↑↑↑↑\nThat goes to show how big my ego is... As you can see my joke are as good as all ways.\nSome music site: music\n@23ScratchMan: for the platform engine\n\n\n\n\n\n---------------------------------------------------------------\n#game #Game #GAME #Fun #FUN #happy #HAPPY #GRASS #grass #unstoppable #project #Thepugmen #Play #platfomer #Platfomer #Mobile #Mobilefrendly #LOVE #Favrote #Now #trending #dimrain47 #Music #Art #Animation #Games #Scratch #Dodge #Ar #Music #Enemy #Enemies #Space #Orange #Playing #Dodging #Play #Square #Cube #Thumbnail #Colors #Cool #Awesome #Good #Great #Walking #Moving #Comment #Sequel #Difficulty #Wave #Easy #Normal #Hard #Animations #All #Art #Music #Stories #Tutorials
Who? || Scrolling platformer
@Stage\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch's Platforming Engine [8]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\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 (walk1 v)\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch's Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<<(y position) < [-180]> or <touching color (#ff0000)?>> or <key (r v) pressed?>> then\n go to x: (0) y: (200)\n point in direction (90)\n if <(ScrollX) > [400]> then\n set [scrollx v] to ((ScrollX) - (350))\n end\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (30) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [10]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\nQuick Scroll\n\nset [scrollx v] to [2400]\n\nset size to (20) %\n\nwhen flag clicked\nforever\n if <touching color (#00039f)?> then\n set [speed y v] to [33]\n end\nend\n\n@Level ART\n\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Level HITBOX\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nclear graphic effects\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@G\n\nwhen flag clicked\nshow\ncalculatetiming (Level Costumes)\n\ndefine calculatetiming (costumes)\nrepeat ((costumes) / (3))\n switch costume to (pick random (1) to (15))\n wait (3) seconds\nend\nswitch costume to (costume16 v)\nwait (.5) seconds\nswitch costume to (costume17 v)\nwait (.5) seconds\nhide\nforever\n play sound [TheFatRat - Unity \(DownloadMaster v] until done\nend\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [introdone v]\n\nhide\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [cave v]\nshow\nset [ghost v] effect to (40)\nforever\n go to x: (0) y: ([y position v] of [player v])\nend\n\nwhen I receive [winter v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [winter v]\nforever\n wait (.08) seconds\n repeat (pick random (5) to (7))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\ngo to x: (pick random (-220) to (220)) y: (150)\nrepeat until <<touching (_edge_ v)?> or <touching (level art v)?>>\n change y by (-10)\nend\nwait (.5) seconds\nset [ghost effect v] to [0]\nrepeat until <<(ghost effect) = [100]> or <not <<touching (_edge_ v)?> or <touching (level art v)?>>>>\n repeat (50)\n change [ghost v] effect by (2)\n change [ghost effect v] by (1)\n end\nend\ndelete this clone\n\ndefine process\n\nif <(ghost effect) = [100]> then\n\nprocess\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n hide\n wait (pick random (0.5) to (3)) seconds\n go to x: (250) y: (pick random (70) to (130))\n show\n repeat (10)\n change x by (-10)\n end\n repeat until <touching (_edge_ v)?>\n change x by (-4)\n end\nend\n\nwhen I start as a clone\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n hide\n wait (pick random (0.5) to (3)) seconds\n go to x: (-250) y: (pick random (20) to (40))\n show\n repeat (10)\n change x by (10)\n end\n repeat until <touching (_edge_ v)?>\n change x by (4)\n end\nend\n\nwhen I start as a clone\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n go to (mouse-pointer v)\n end\nend\n\nwhen flag clicked\nset [loved? v] to [0]\nforever\n if <<<(mouse x) > [-240]> and <[-200] > (mouse x)>> and <(mouse y) = [-180]>> then\n set [loved? v] to [1]\n end\nend\n\nwhen flag clicked\nset [faved? v] to [0]\nforever\n if <<<(mouse x) > [-160]> and <[-120] > (mouse x)>> and <(mouse y) = [-180]>> then\n set [faved? v] to [1]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nset [loved? v] to [0]\nhide\nswitch costume to (costume1 v)\nwait until <(loved?) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (9)\n change [ghost v] effect by (-10)\n next costume\nend\nwait (2) seconds\nrepeat (9)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\n next costume\nend\nhide\n\n@Sprite8\n\nwhen flag clicked\nset [faved? v] to [0]\nhide\nswitch costume to (costume1 v)\nwait until <(faved?) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (9)\n change [ghost v] effect by (-10)\n next costume\nend\nwait (2) seconds\nrepeat (9)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\n next costume\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nshow\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nrepeat until <(costume [number v]) = [28]>\n next costume\n wait (0.01) seconds\nend\nwait (0.3) seconds\nrepeat until <(costume [number v]) = [36]>\n next costume\nend\nwait (0.8) seconds\nrepeat until <(costume [number v]) = [46]>\n next costume\nend\nbroadcast (introdone v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n
Welcome!\nIf you don't press the green flag twice, the platform may not generate.\n➩➪➫➬➭➯➩➪➫➬➭➮➯➱➩➪➫➬➭➮➩➪➫➬➭➮➯\nIf you enjoyed this game, feel free to Love, Fave, and Follow!\nInstructions:\nWASD or Arrow Keys || to move\nR || to refresh if you get stuck\n\nAvoid obstacles and climb your way through this simple scrolling platformer. All sprites by me, all animations by me, scrolling generator by @griffpatch . Sorry if you get stuck and can't get out, that is a glitch that remains unfixed.\n➩➪➫➬➭➯➩➪➫➬➭➮➯➱➩➪➫➬➭➮➩➪➫➬➭➮➯\n#games #platformers #platform #platformer #krakenmaster #kraken #game #gaming #simple #k #fun #play #generating #loading #playing #jamming #everything #animations #ok #this #is #dumb #lol #love #fave #follow #please #if #you #are #reading #this\ntype: (Who am I) in #comments
How to make 360 platformer #tutorials
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre v] until done\nend\n\n@tutorial\n\nwhen flag clicked\nwait (1) seconds\nforever\n set [ghost v] effect to (5)\n if <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> then\n if <(t) = [n]> then\n change [slide v] by (1)\n set [sd v] to [1]\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n if <(t) = [n]> then\n change [slide v] by (-1)\n set [sd v] to [0]\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(sd) = [1]> then\n repeat (20)\n change x by (-20)\n end\nend\nif <(sd) = [0]> then\n repeat (20)\n change x by (20)\n end\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\nwhen flag clicked\nset [sd v] to [0]\nset [slide v] to [1]\nswitch costume to (1 v)\nforever\n switch costume to (Slide)\n if <(costume [number v]) = [1]> then\n set [slide v] to [1]\n end\nend\n\n@script\n\nwhen flag clicked\nset [t v] to [n]\nswitch costume to (costume1 v)\nset drag mode [draggable v]\nforever\n if <(Slide) = [12]> then\n say [Drag me!]\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [t v] to [y]\n else\n set [t v] to [n]\n end\n else\n set [t v] to [n]\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
360 platformer tutorial\nFollow steps correctly\nBasically changed change x by() with turn right()\nEasy platformer script\nremix this engine https://scratch.mit.edu/projects/399068363/
Hopeless-a platformer v1.0.21 #games
@Stage\n\nwhen [c v] key pressed\nset [position v] to (join (join (mouse x) [ , ]) (mouse y))\n\nwhen I receive [startproject v]\nforever\n play sound [Vexento - Anesthesia myfreemp3 v] until done\nend\n\n@plz\n\nwhen flag clicked\nhide\n\n@folow\n\nwhen flag clicked\nhide\n\nset x to (36)\n\ndefine Newton\nchange [yv v] by (-1)\nif <not <<key (up arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>>> then\n switch costume to ( v)\nelse\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.8)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.8)\n switch costume to (2 v)\n end\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (me v)?> then\n change y by (1)\n if <touching (me v)?> then\n change y by (1)\n if <touching (me v)?> then\n change y by (1)\n if <touching (me v)?> then\n change y by (1)\n if <touching (me v)?> then\n change x by ((Xv) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [10]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching (me v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (me v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [25]\n end\nend\nchange y by (1)\nif <touching (portal v)?> then\n broadcast (DYEET v)\n change [lvl v] by (1)\n go to x: (-226) y: (-20)\nend\nif <<<<touching (spikey spike spike v)?> or <(y position) < [-160]>> or <touching (water v)?>> or <touching (sprite5 v)?>> then\n broadcast (Reset v)\nend\nif <<(Lvl) = [12]> and <touching (me2 v)?>> then\n broadcast (animation v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [reset v]\ngo to x: (-226) y: (-20)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [yert v]\ngo to x: (-226) y: (-35)\nshow\n\nwhen I receive [dyeet v]\nhide\n\nwhen I receive [startproject v]\nset size to (75) %\nshow\nswitch costume to ( v)\nset rotation style [left-right v]\nset [lvl v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-226) y: (-20)\nforever\n Newton\nend\n\n@me\n\nwhen flag clicked\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [startproject v]\nshow\nswitch costume to (costume1 v)\n\n@rn\n\nwhen flag clicked\nhide\ngo [backward v] (3) layers\ngo to [back v] layer\nset [ghost v] effect to (80)\n\nwhen I receive [startproject v]\nshow\n\n@for\n\nwhen flag clicked\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [startproject v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@invisicookies\n\nwhen flag clicked\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [startproject v]\ngo to [back v] layer\nset [ghost v] effect to (70)\nswitch costume to (costume1 v)\nshow\n\n@PORTAL\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n turn left (5) degrees\nend\n\ndefine position level? <level=> x: (x) y: (y)\nif <level=> then\n go to x: (x) y: (y)\nend\n\nwhen I receive [message v]\nforever\n if <not <(Lvl) = [12]>> then\n position level? <(Lvl) = [0]> x: [162] y: [-26]\n position level? <(Lvl) = [1]> x: [104] y: [-95]\n position level? <(Lvl) = [2]> x: [138] y: [-92]\n position level? <(Lvl) = [3]> x: [196] y: [13]\n position level? <(Lvl) = [6]> x: [184] y: [-27]\n position level? <(Lvl) = [7]> x: [99] y: [153]\n position level? <(Lvl) = [8]> x: [183] y: [30]\n position level? <(Lvl) = [9]> x: [148] y: [70]\n position level? <(Lvl) = [10]> x: [179] y: [-113]\n position level? <(Lvl) = [11]> x: [203] y: [136]\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(Lvl) = [12]>> then\n position level? <(Lvl) = [0]> x: [162] y: [-26]\n position level? <(Lvl) = [1]> x: [104] y: [-95]\n position level? <(Lvl) = [2]> x: [138] y: [-92]\n position level? <(Lvl) = [3]> x: [196] y: [13]\n position level? <(Lvl) = [6]> x: [184] y: [-27]\n position level? <(Lvl) = [7]> x: [99] y: [153]\n position level? <(Lvl) = [8]> x: [183] y: [30]\n position level? <(Lvl) = [9]> x: [148] y: [70]\n position level? <(Lvl) = [10]> x: [179] y: [-113]\n position level? <(Lvl) = [11]> x: [203] y: [136]\n else\n hide\n end\nend\n\nwhen I receive [dyeet v]\nplay sound [Connect v] until done\n\nwhen I receive [startproject v]\nshow\nbroadcast (message v)\ncreate clone of (_myself_ v)\nforever\n turn right (5) degrees\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (70) to (130)) %\nset [ghost v] effect to (pick random (60) to (90))\ngo to [back v] layer\nset y to (180)\nshow\nset x to (pick random (-240) to (240))\nglide (1) secs to x: (x position) y: (-180)\ndelete this clone\n\nwhen I receive [startproject v]\ngo to x: (62) y: (180)\nhide\nforever\n if <not <(Lvl) = [12]>> then\n create clone of (_myself_ v)\n end\nend\n\n@Sprite3\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nwait until <(LEVEL) = [4]>\nhide\n\nwhen I start as a clone\nif <(Me) = [0]> then\n go [backward v] (1) layers\n forever\n go to (folow v)\n change size by ((0) + ((10) * ([cos v] of (((timer) - (2)) * (250)) )))\n end\nend\n\nwhen I start as a clone\nif <(Me) = [1]> then\n go [backward v] (2) layers\n forever\n go to (folow v)\n change size by ((0) + ((10) * ([cos v] of (((timer) - (2)) * (200)) )))\n end\nend\n\nwhen I start as a clone\nif <(Me) = [2]> then\n go [backward v] (3) layers\n forever\n go to (folow v)\n change size by ((0) + ((10) * ([cos v] of (((timer) - (2)) * (150)) )))\n end\nend\n\nwhen I start as a clone\nif <(Me) = [3]> then\n go [backward v] (4) layers\n forever\n go to (folow v)\n change size by ((0) + ((13) * ([cos v] of (((timer) - (2)) * (200)) )))\n end\nend\n\nwhen I receive [animation v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\nset [ghost v] effect to (0)\nhide\nset size to (100) %\nset [me v] to [0]\nrepeat (3)\n change [ghost v] effect by (30)\n create clone of (_myself_ v)\n change [me v] by (1)\n change size by (40)\nend\n\n@Water\n\nwhen I start as a clone\nshow\nforever\n switch costume to ((Lvl) + (1))\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [cloning v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nhide\nhide\nwait until <(Lvl) = [5]>\nshow\ngo to x: (142) y: (-72)\nrepeat until <(Lvl) = [6]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\ndelete this clone\n\n@Sprite6\n\nwhen I start as a clone\nshow\nif <(Clone) = [1]> then\n go to [front v] layer\n go to x: (-27) y: (350)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n set [stat v] to [1]\n wait until <(Stat) = [2]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone) = [2]> then\n show\n go to [front v] layer\n go [forward v] (50) layers\n go to x: (-485) y: (-1)\n repeat until <(round (x position)) = [-5]>\n change x by (((-5) - (x position)) / (4))\n end\n broadcast (Hide v)\n set [stat v] to [2]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\n end\n broadcast (yert v)\nend\ndelete this clone\n\nwhen I receive [dyeet v]\nhide\nswitch costume to (costume1 v)\nset [stat v] to [0]\nset [clone v] to [0]\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait until <(Stat) = [1]>\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\n@spikey spike spike\n\nwhen flag clicked\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [startproject v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (folow v)?> then\n start sound [Oops v]\n wait (0.1) seconds\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (folow v)\nturn right (pick random (0) to (360)) degrees\nrepeat (15)\n move (5) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nhide\n\nwhen I receive [startproject v]\nset size to (30) %\nhide\nforever\n if <not <(Lvl) = [12]>> then\n go to [back v] layer\n create clone of (_myself_ v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (-54) y: (40)\nset [lock v] to [0]\nset [lockk v] to [0]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo [forward v] (129301923) layers\ngo to [front v] layer\nforever\n set size to (75) %\n if <(Lock) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <<(lockk) = [0]> or <(lokk2) = [0]>> then\n hide\n else\n if <not <(Lvl) = [12]>> then\n show\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nset [lock v] to [1]\nswitch costume to (costume2 v)\n\nglide (1) secs to x: (-20) y: (90)\n\ngo to x: (-54) y: (40)\n\nwhen I receive [animation v]\nset [lock v] to [0]\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set size to (75) %\n if <(Lock) = [1]> then\n show\n glide (0.3) secs to x: (28) y: (106)\n else\n glide (0.3) secs to x: (-55) y: (106)\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (Reset v)\nset [brightness v] effect to (0)\n\ngo to x: (-54) y: (40)\n\nglide (0.3) secs to x: (-54) y: (40)\n\n@Sprite10\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nforever\n set size to (75) %\n if <(Lock) = [1]> then\n show\n glide (0.5) secs to x: (-6) y: (36)\n else\n glide (0.3) secs to x: (-127) y: (36)\n hide\n end\nend\n\nwhen this sprite clicked\nset [lock v] to [0]\n\ngo to x: (-54) y: (40)\n\nglide (0.5) secs to x: (-54) y: (40)\n\n@Sprite9\n\nwhen flag clicked\nset [smartlock v] to [0]\ngo to [front v] layer\nforever\n set size to (75) %\n if <(Lock) = [1]> then\n show\n glide (0.3) secs to x: (-79) y: (108)\n else\n glide (0.3) secs to x: (-122) y: (108)\n hide\n set [smartlock v] to [0]\n end\nend\n\nwhen this sprite clicked\nif <(SmartLock) = [0]> then\n broadcast (actismarr v)\n repeat (5)\n change [brightness v] effect by (4)\n end\n broadcast (DYEET v)\n broadcast (Reset v)\n change [lvl v] by (1)\n set [brightness v] effect to (0)\n set [smartlock v] to [0]\nend\n\ngo to x: (-54) y: (40)\n\nwhen I receive [actismarr v]\nset [smartlock v] to [1]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [animation v]\nshow\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(costume [number v]) = [4]> then\n stop [all v]\n end\nend\n\nwait (1) seconds\n\n@me2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [animation v]\nhide\n\n@Tn\n\nwhen flag clicked\nhide\n\nwhen I receive [ss v]\nhide\n\nwhen I receive [startproject v]\nshow\n\n@Start\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (ss v)\nrepeat until <(x position) > [240]>\n change x by (15)\nend\nhide\n\nwhen I receive [startproject v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Start2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(lockk) = [0]> then\n switch costume to (costume2 v)\n wait (0.3) seconds\n set [lockk v] to [1]\nend\nwait until <mouse down?>\nrepeat (10)\n change [vel v] by (-10)\nend\nswitch costume to (costume1 v)\nset [lockk v] to [0]\nset [vel v] to [100]\n\nif then\nend\n\nwhen I receive [ss v]\nrepeat until <(x position) = [255]>\n change x by (15)\nend\nhide\n\nwhen I receive [startproject v]\ngo to x: (0) y: (0)\nset [lockk v] to [0]\nset [vel v] to [100]\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\n set size to (vel) %\n if <(lokk2) = [1]> then\n hide\n else\n show\n end\nend\n\n@Start3\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(lokk2) = [0]> then\n switch costume to (costume2 v)\n wait (0.3) seconds\n set [lokk2 v] to [1]\nend\nwait until <mouse down?>\nrepeat (10)\n change [vel2 v] by (-10)\nend\nswitch costume to (costume1 v)\nset [lokk2 v] to [0]\nset [vel2 v] to [100]\n\nwhen I receive [ss v]\nrepeat until <(x position) = [255]>\n change x by (15)\nend\nset [lockk v] to [1]\nset [lokk2 v] to [1]\nhide\n\nwhen I receive [startproject v]\ngo to x: (0) y: (-30)\nset [lokk2 v] to [0]\nset [vel2 v] to [100]\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\n set size to (vel2) %\n if <(lockk) = [1]> then\n hide\n else\n show\n end\nend\n\n@Intro\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\npoint in direction (90)\nhide\nstart sound [Cradles v]\nset [yrr v] to [0]\nset [id v] to [0]\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Id) = [1]> then\n show\n switch costume to (cheats v)\n set size to (100) %\n switch costume to (bg1 v)\n go to x: (800) y: (0)\n Smooth Glide x: (0) y: (0) speed: (9)\n wait (3) seconds\n delete this clone\nelse\n if <(Id) = [2]> then\n wait (1.4) seconds\n show\n switch costume to (cheats v)\n set size to (100) %\n switch costume to (bg2 v)\n go to x: (-800) y: (0)\n Smooth Glide x: (0) y: (0) speed: (9)\n wait (3) seconds\n delete this clone\n else\n if <(Id) = [3]> then\n wait (2.4) seconds\n show\n switch costume to (cheats v)\n set size to (100) %\n switch costume to (bg3 v)\n go to x: (0) y: (800)\n Smooth Glide x: (0) y: (0) speed: (9)\n wait (3) seconds\n delete this clone\n else\n if <(Id) = [4]> then\n wait (2.6) seconds\n go to x: (0) y: (0)\n set [yrr v] to [9]\n hide\n repeat (6)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n set [yrr v] to [8]\n create clone of (_myself_ v)\n wait (0.3) seconds\n set [yrr v] to [7]\n create clone of (_myself_ v)\n wait (0.0.9) seconds\n point in direction (90)\n set [yrr v] to [6]\n set [dir v] to [10]\n repeat (6)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n set [yrr v] to [10]\n create clone of (_myself_ v)\n else\n if <(yrr) = [9]> then\n set [size v] to [0]\n show\n point in direction (90)\n switch costume to (pick random (5) to (6))\n set size to (1) %\n repeat (13)\n turn right (15) degrees\n change size by (size)\n change [size v] by (4)\n end\n delete this clone\n else\n if <(yrr) = [8]> then\n set [size v] to [0]\n show\n point in direction (90)\n switch costume to (box3 v)\n set size to (1) %\n repeat (13)\n turn right (15) degrees\n change size by (size)\n change [size v] by (4)\n end\n delete this clone\n else\n if <(yrr) = [7]> then\n show\n point in direction (90)\n switch costume to (logo v)\n set size to (120) %\n set [size vel v] to [100]\n repeat (60)\n change size by (size vel)\n set [size vel v] to (((size vel) * (0.8)) + (((100) - (size)) * (0.15)))\n end\n wait (1.2) seconds\n delete this clone\n else\n if <(yrr) = [6]> then\n show\n go to [front v] layer\n turn right (dir) degrees\n change [dir v] by (10)\n switch costume to (effect6 v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (12)\n move (10) steps\n end\n delete this clone\n else\n if <(yrr) = [10]> then\n wait (1.8) seconds\n show\n go to [front v] layer\n switch costume to (cheats v)\n set size to (100) %\n switch costume to (up v)\n go to x: (0) y: (-900)\n Smooth Glide x: (0) y: (0) speed: (9)\n repeat (10)\n change volume by (-10)\n change [ghost v] effect by (10)\n end\n stop all sounds\n broadcast (StartProject v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.0.9) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwait (0.1) seconds\nhide\ndelete this clone\n\nset [size vel v] to [100]\nrepeat (30)\n change size by (size vel)\n set [size vel v] to (((size vel) * (0.8)) + (((100) - (size)) * (0.15)))\nend\n\npoint in direction (90)\n\npoint in direction (90)\n\n
MUST-READ STORYLINE OR IT'S CONFUSING \nMUST SPAM FLAG (if you spam skip I made it so it does not work >:D)\nit's in-project\nClick the button on the top-left corner to open the GUI (only in-game)
Ice || a platformer
@Stage\n\n@Death\n\nwhen [space v] key pressed\nhide\nswitch costume to (costume10 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nshow\n\nwhen flag clicked\nswitch costume to (costume13 v)\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nwait until <(PAGE) = [GAME]>\nrepeat until <(PAGE) = [Title]>\n if <(SNOW) = [On]> then\n if <not <(D) = [-]>> then\n create clone of (_myself_ v)\n wait (e4) seconds\n wait until <(AUS) = [0]>\n end\n end\nend\n\nwhen I start as a clone\nLAYER SET\nif <(stopped?) = [false]> then\n point in direction (pick random (0) to (360))\n set size to (pick random (100) to (150)) %\n set [brightness v] effect to (900)\n switch costume to (pick random (2) to (4))\n set [ghost v] effect to (pick random (55) to (70))\n if <(pick random (1) to (2)) = [2]> then\n go to x: (pick random (-240) to (240)) y: (300)\n else\n go to x: (500) y: (pick random (-180) to (180))\n end\n if <(pick random (1) to (3)) = [2]> then\n repeat until <<(x position) < [-239]> or <(y position) < [-179]>>\n turn left (1) degrees\n change y by (((PLAYER YV) / (1.5)) + (-3))\n show\n if <(D) = [3]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change x by ((((X SPEED) * (-1)) / (1.5)) + (-2.14))\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change x by (-1.2)\n end\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>>>> then\n change x by (-3)\n end\n end\n wait until <(AUS) = [0]>\n if <[13] < (PLAYER YV)> then\n if <[170] < (y position)> then\n delete this clone\n end\n end\n end\n delete this clone\n else\n repeat until <<(x position) < [-239]> or <(y position) < [-179]>>\n turn left (-1) degrees\n change y by (((PLAYER YV) / (1.5)) + (-3))\n show\n if <(D) = [3]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change x by ((((X SPEED) * (-1)) / (1.5)) + (-2.14))\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change x by (-1.2)\n end\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>>>> then\n change x by (-3)\n end\n end\n wait until <(AUS) = [0]>\n if <[13] < (PLAYER YV)> then\n if <[170] < (y position)> then\n delete this clone\n end\n end\n end\n delete this clone\n end\nelse\n point in direction (pick random (0) to (360))\n set size to (pick random (100) to (150)) %\n set [brightness v] effect to (900)\n switch costume to (pick random (2) to (4))\n set [ghost v] effect to (pick random (55) to (70))\n if <(pick random (1) to (2)) = [2]> then\n go to x: (pick random (-240) to (240)) y: (300)\n else\n go to x: (500) y: (pick random (-180) to (180))\n end\n if <(pick random (1) to (3)) = [2]> then\n repeat until <<(x position) < [-239]> or <(y position) < [-179]>>\n turn left (1) degrees\n change y by (((PLAYER YV) / (1.5)) + (-3))\n show\n go to [front v] layer\n if <(D) = [3]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change x by ((((X SPEED) * (-1)) / (1.5)) + (-2.14))\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change x by (-1.2)\n end\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>>>> then\n change x by (-3)\n end\n end\n wait until <(AUS) = [0]>\n if <[13] < (PLAYER YV)> then\n if <[170] < (y position)> then\n delete this clone\n end\n end\n end\n delete this clone\n else\n repeat until <<(x position) < [-239]> or <(y position) < [-179]>>\n turn left (-1) degrees\n change y by (((PLAYER YV) / (1.5)) + (-3))\n show\n go to [front v] layer\n if <(D) = [3]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change x by ((((X SPEED) * (-1)) / (1.5)) + (-2.14))\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change x by (-1.2)\n end\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>>>> then\n change x by (-3)\n end\n end\n wait until <(AUS) = [0]>\n if <[13] < (PLAYER YV)> then\n if <[170] < (y position)> then\n delete this clone\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [title v]\ndelete this clone\n\nwhen I receive [stopped v]\nforever\n create clone of (_myself_ v)\n wait (e4) seconds\nend\n\nwhen I start as a clone\nforever\n if <<touching color (#000000)?> and <not <<touching (playerart v)?> or <touching (player hitbox v)?>>>> then\n if <(stopped?) = [false]> then\n delete this clone\n end\n end\nend\n\ndefine LAYER SET\ngo to [back v] layer\ngo [forward v] (4) layers\n\nwhen I start as a clone\nif <(stopped?) = [true]> then\n set [player yv v] to [0]\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Ground\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nhide\nswitch costume to (costume10 v)\n\nwhen flag clicked\nswitch costume to (level 13 v)\n\n@Rex\n\nwhen I receive [next level v]\nset [change? v] to [1]\nReset\nset [change? v] to [0]\n\nwhen I receive [next level v]\nshow\ngo to x: (-211) y: (-73)\n\nwhen [space v] key pressed\nhide\n\ndefine Reset\nclear graphic effects\ngo to x: (-211) y: (-73)\npoint in direction (90)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (40) %\nshow\n\ndefine Die\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (2)\n wait (0) seconds\n change [ghost v] effect by (15)\nend\nReset\n\nwhen I receive [next level v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (40) %\nReset\nforever\n if <touching (ground2 v)?> then\n set [y v v] to [15]\n end\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 switch costume to (rex v)\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 switch costume to (rex2 v)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (death v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Die\n end\nend\n\nwhen I receive [next level v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-3)\n wait (.05) seconds\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [direction v] to (direction)\n\nwhen I receive [next level v]\nset [change? v] to [0]\nforever\n if <<[240] < (x position)> and <(Dead?) = [0]>> then\n broadcast (Next Level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(y position) = [-197]> then\n Die\n end\nend\n\nwhen [r v] key pressed\nif <(Dead?) = [0]> then\n Reset\nend\n\nwhen I receive [next level v]\nforever\n if <<<touching (death v)?> or > or > then\n Die\n Reset\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(x position) = [243]> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nbroadcast (Next Level v)\n\n@Ground2\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nhide\nswitch costume to (costume10 v)\n\nwhen flag clicked\nswitch costume to (costume1 \(8\)4 v)\n\n@Ground3\n\nshow\n\nwhen flag clicked\nhide\n\n
arrow keys to move.\nAvoid spikes \nFirst 5000 to love and fav will receive a follow from me.\nplease love and fave I spent 2 months on this \nTrampolines are bouncy
= Lost Moon = A 360 Platformer =
@Stage\n\n@land 360\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <[-25] > (cam x)> then\n change [cam x v] by (((-25) - (cam x)) * (0.05))\n else\n change [cam x v] by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(cam x) > [25]> then\n change [cam x v] by (((25) - (cam x)) * (0.05))\n else\n change [cam x v] by (1)\n end\n end\n if <not <<<key (right arrow v) pressed?> and <(r) = [0]>> or <<key (left arrow v) pressed?> and <(l) = [0]>>>> then\n change [cam x v] by (((0) - (cam x)) * (0.05))\n end\n broadcast (lag free cam set v)\nend\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nSet hack size to [500]\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (0.75)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n change [d vel v] by (-0.2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> 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 if <(direction) = [154]> then\n broadcast (win v) and wait\n stop [this script v]\n end\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 (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(u) = [1]>> then\n start sound [Jump v]\n set [y vel v] to [-14]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\n@player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (enemy v)?> then\n create clone of (_myself_ v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n broadcast (respawn v) and wait\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [play v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> then\n switch costume to (left v)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(u) = [1]>>> then\n switch costume to (up v)\n end\n if <<<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <<(u) = [1]> and <(r) = [1]>>> then\n switch costume to (up and right v)\n end\n if <<<<key (w v) pressed?> and <key (a v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<(l) = [1]> and <(u) = [1]>>> then\n switch costume to (up and left v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (respawn v) and wait\nbroadcast (play v)\n\nwhen I receive [play v]\nwait until <<([direction v] of [land 360 v]) < [155]> and <([direction v] of [land 360 v]) > [140]>>\nbroadcast (win v) and wait\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\n@Win animation\n\nwhen I receive [win v]\nset [won v] to [1]\nstop all sounds\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nset size to (100) %\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nswitch costume to (costume2 v)\nset size to (100) %\nrepeat (150)\n change size by (-0.1)\nend\nswitch costume to (costume3 v)\nset size to (100) %\nrepeat (150)\n change size by (-0.05)\nend\nrepeat (200)\n change size by (-0.05)\n change [brightness v] effect by (-0.5)\nend\nswitch costume to (costume4 v)\nset size to (100) %\nrepeat (20)\n change size by (-0.1)\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nforever\n play sound [best dramatic music ever!! v] until done\nend\n\nwhen flag clicked\nset [won v] to [0]\nforever\n if <not <(won) = [1]>> then\n play sound [best dramatic music ever!! v] until done\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nstart sound [Ding - Sound Effect \[HD\] v]\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@Remember\n\nwhen flag clicked\nhide\nwait (7) seconds\nstart sound [Ding - Sound Effect \[HD\] v]\ngo to x: (0) y: (85)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nglide (1) secs to x: (0) y: (85)\nhide\n\n
Click the green flag and wasd and < ^ > to move\n\nNew game MARS:\nhttps://scratch.mit.edu/projects/414732861/
Minecraft Platformer
@Stage\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (level v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen flag clicked\nshow\nbroadcast (Start v) and wait\n\nwhen flag clicked\nforever\n if <touching color (#d4ffd3)?> then\n change [y speed v] by (12)\n end\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Level\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
Help Steve reach to the end of the level, through hard obby's and hard esapes, Can Steve make it, well play the game to see
Sad A Platformer Beta v0.4
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\n\nwhen I receive [menü v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat until <(Level) > [11]>\n switch backdrop to (bühnenbild1 v)\nend\nset [ghost v] effect to (39)\nswitch backdrop to (bühnenbild2 v)\n\n@blank\n\n@thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nif <(Intro?) = [yes]> then\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to [front v] layer\n broadcast (intro v)\n set [meneger v] to [intro]\n set [intro? v] to [no]\n forever\n go to [front v] layer\n end\nelse\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [meneger v] to [menu]\n broadcast (//intro//-//end// v)\n go to [front v] layer\n forever\n go to [front v] layer\n end\nend\n\nset [intro? v] to [yes]\n\n@Intro for me\n\nwhen flag clicked\n\nwait (0.1) seconds\nset [clone v] to [end2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Cool Background]> then\n switch costume to (back v)\n show\n go to x: (0) y: (-9999)\n set [brightness v] effect to (100)\n repeat (20)\n change y by (((0) - (y position)) / (3))\n change [brightness v] effect by (-5)\n end\n repeat (100)\n switch costume to (lol v)\n change size by (.08)\n change [brightness v] effect by (0.8)\n switch costume to (back v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [slide]> then\n switch costume to (back2 v)\n go to x: (0) y: (-9999)\n show\n repeat (40)\n change y by (((0) - (y position)) / (6))\n end\n wait (0.05) seconds\n repeat (5)\n change [brightness v] effect by (20)\n end\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif < (Clone) contains [new logo]?> then\n if <(letter (9) of (Clone)) < [5]> then\n switch costume to (Clone)\n set size to (0) %\n go to x: (0) y: (0)\n show\n set [size v] to [6]\n repeat (40)\n set [size v] to (((size) * (0.8)) + (((50) - (size)) / (4)))\n change size by (size)\n end\n delete this clone\n else\n switch costume to (Clone)\n set size to (50) %\n go to x: (0) y: (0)\n show\n repeat until <(Intro done?) = [1]>\n if <(turn?) = [0]> then\n repeat until <(round (direction)) = [70]>\n turn right (((70) - (direction)) / (7)) degrees\n change x by (((-5) - (x position)) / (5))\n end\n set [turn? v] to [1]\n else\n if <(turn?) = [1]> then\n repeat until <(round (direction)) = [110]>\n turn right (((110) - (direction)) / (7)) degrees\n change x by (((5) - (x position)) / (5))\n end\n set [turn? v] to [0]\n end\n end\n end\n end\n delete this clone\nend\n\nchange y by (((0) - (y position)) / (6))\n\nwhen I start as a clone\nif <(Clone) = [end1]> then\n switch costume to (end1 v)\n set size to (0) %\n show\n go to x: (0) y: (0)\n repeat until <(size) = [90]>\n switch costume to (lol v)\n change size by (((90) - (size)) / (7))\n switch costume to (end1 v)\n end\n delete this clone\nend\n\nchange y by (10)\nchange [brightness v] effect by (-4.8)\n\nset [brightness v] effect to (0)\n\nrepeat (20)\n\nwhen I start as a clone\nif <(Clone) = [end2]> then\n switch costume to (end2 v)\n set size to (0) %\n show\n go to x: (0) y: (0)\n repeat until <(size) = [90]>\n switch costume to (lol v)\n change size by (((90) - (size)) / (7))\n switch costume to (end2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(Clone) = [end]> then\n switch costume to (end2 v)\n show\n go to x: (0) y: (-9999)\n set [brightness v] effect to (0)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n change [brightness v] effect by (0)\n end\n repeat (9)\n change [brightness v] effect by (-10)\n end\n wait (0.5) seconds\n broadcast (//intro//-//end// v)\nend\n\nswitch costume to (lol v)\nchange size by (.08)\nswitch costume to (back v)\n\nwhen I receive [//intro//-//end// v]\ndelete this clone\n\nwhen I receive [intro v]\nclear graphic effects\nhide\nset [intro done? v] to [0]\nset [clone v] to [Cool Background]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nstart sound [Restart-Subtract v]\nwait (1.6) seconds\nset [clone v] to [slide]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [new logo1]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [new logo2]\ncreate clone of (_myself_ v)\nwait (.01) seconds\nset [clone v] to [new logo3]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [new logo4]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nset [turn? v] to [0]\nset [clone v] to [new logo5]\ncreate clone of (_myself_ v)\nset [turn? v] to [1]\nset [clone v] to [new logo6]\ncreate clone of (_myself_ v)\nwait (5) seconds\nset [intro done? v] to [1]\nset [clone v] to [end]\ncreate clone of (_myself_ v)\n\n@Intro\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone v] to [logo0]\nset size to (100) %\n\nwhen I receive [intro v]\n\nset volume to (100) %\nstart sound [Xaf - Unlimited v]\nset [clone v] to [background1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone v] to [background2]\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nrepeat (4)\n set [clone v] to (join [logo] ((letter (5) of (clone)) + (1)))\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1.888888) seconds\nrepeat (2)\n set [clone v] to [background1]\n create clone of (_myself_ v)\n wait (0.1888) seconds\n set [clone v] to [background2]\n create clone of (_myself_ v)\n wait (0.1888) seconds\nend\nwait (0.2888) seconds\nset [clone v] to [Full Logo]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (3) seconds\nset [clone v] to [background1]\ncreate clone of (_myself_ v)\nwait (1.555) seconds\nbroadcast (//intro//-//end// v)\nset [meneger v] to [menu]\nset volume to (60) %\n\nwhen I start as a clone\nif <(clone) = [background1]> then\n show\n go to [front v] layer\n switch costume to (clone)\n go to x: (0) y: (-999999)\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [6]\nend\nif <(clone) = [background2]> then\n switch costume to (clone)\n go to [front v] layer\n show\n go to x: (-99999) y: (0)\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [6]\nend\nif <(join (letter (1) of (clone)) (letter (2) of (clone))) = [lo]> then\n switch costume to (clone)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n set [i v] to [15]\n repeat (40)\n change [i v] by (-1)\n change y by (i)\n change [ghost v] effect by (2.5)\n end\n delete this clone\nend\nif <(clone) = [Full Logo]> then\n switch costume to (logo v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n Dots\n smooth glide to x position: [0] y position: [0] size: [140] direction: [115] smoothness: [4]\n wait (0.2) seconds\n repeat (70)\n change size by (((4) - (size)) / (6))\n change [ghost v] effect by (3.5)\n turn right (-3) degrees\n end\n hide\n delete this clone\nend\nif <(clone) = [dots]> then\n set size to (pick random (50) to (70)) %\n switch costume to (dot v)\n clear graphic effects\n set [brightness v] effect to (pick random (-15) to (-5))\n show\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10) to (20))\n set [y v] to (pick random (2) to (10))\n repeat until <touching (_edge_ v)?>\n move (x) steps\n change y by (y)\n change [y v] by (-0.3)\n set [x v] to ((x) * (0.9))\n end\n hide\n delete this clone\nend\n\nif <(clone) = [Name]> then\n set size to (100) %\n switch costume to (cool v)\n clear graphic effects\n show\n go to x: (0) y: (0)\n repeat (60)\n show\n change [ghost v] effect by (1)\n change size by (-1)\n end\n hide\n delete this clone\nend\n\nwhen I receive [//intro//-//end// v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\n\ndefine Dots\nrepeat (70)\n set [clone v] to [dots]\n create clone of (_myself_ v)\nend\n\nchange [x v] by (1)\n\n@Player\n\nwhen flag clicked\nhide\nswitch costume to (Skin)\n\ndefine Platformer\nswitch costume to (hitbox v)\nshow\nset rotation style [left-right v]\nchange [y vel v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n point in direction (-90)\nend\nset [x vel v] to ((x vel) * (0.87))\nchange x by (x vel)\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n set [y vel v] to [15]\n if <(x vel) > [0]> then\n change [x vel v] by (-15)\n else\n change [x vel v] by (15)\n end\n else\n set [x vel v] to [0]\n end\nend\nchange y by (y vel)\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n set [y vel v] to [13]\nend\nchange y by (1)\nswitch costume to (Skin)\n\nwhen I receive [start game v]\npoint in direction (90)\nshow\ngo to x: (-200) y: (0)\ngo to [front v] layer\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n Platformer\n create clone of (_myself_ v)\n if <<touching (bewegende gefahr v)?> or > then\n Die\n end\n if <(x position) > [230]> then\n go to x: (-200) y: (0)\n broadcast (nextlevelanimation v) and wait\n end\n if <touching (enemy v)?> then\n if <(y vel) < [-3]> then\n broadcast (Enemy killed v)\n set [y vel v] to [13]\n else\n Die\n end\n end\n change x by (Playerxchanger)\n change y by (Playerychanger)\n if <[-179] > (y position)> then\n Die\n end\nend\n\nbroadcast (nextlevelanimation v)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n\n\nbroadcast (Enemy killed v) and wait\n\ndefine Die\nset [die v] to [13]\nset rotation style [all around v]\nrepeat until <(y position) < [-170]>\n change y by (die)\n turn left (15) degrees\n change [die v] by (-1)\n create clone of (_myself_ v)\nend\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\n\n@platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Variablen maneger\n\nwhen flag clicked\nset [level v] to [1]\nset [skin v] to [1]\n\nset [maxlevel v] to [12]\nset [playerxchanger v] to [0]\nset [playerychanger v] to [0]\n\n@Menü\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [//intro//-//end// v]\nbroadcast (Menü v)\n\nwhen I receive [menü v]\nset volume to (100) %\nset [clone v] to [Scrolling 1]\ngo to x: (-240) y: (0)\nswitch costume to (scrolling back 1 v)\ncreate clone of (_myself_ v)\ngo to x: (240) y: (0)\nswitch costume to (scrolling back 2 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [clone v] to []\ngo to [front v] layer\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (play v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (instructions v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (sound v)\ncreate clone of (_myself_ v)\n\nwhen I receive [//intro//-//end// v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone) = [Scrolling 1]> then\n show\n go to [front v] layer\n forever\n go to [back v] layer\n change x by (-2)\n if <(x position) < [-464]> then\n set x to (465)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (65)\n set [whirl v] effect to (500)\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n show\n set [ghost v] effect to (0)\n go to x: (60) y: (0)\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n set y to (-30)\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (4))\n set [ghost v] effect to (0)\n end\n end\n broadcast (start game v)\n delete this clone\nend\n\nwhen I receive [start game v]\nset [meneger v] to [Game]\ndelete this clone\n\nstop all sounds\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n set [ghost v] effect to (0)\n forever\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n set y to (-30)\n set x to (-60)\n switch costume to (instructions v)\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (4))\n set [ghost v] effect to (0)\n end\n end\n set size to (100) %\n go to [front v] layer\n switch costume to (instructions2 v)\n clear graphic effects\n go to x: (0) y: (0)\n wait (0.4) seconds\n wait until <mouse down?>\n wait until <not <mouse down?>>\n end\nend\n\nbroadcast (start game v)\ndelete this clone\n\nwhen I receive [menü v]\nforever\n play sound [The Beginning v] until done\nend\n\n\n\nplay sound [Unlimited v] until done\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n show\n set [ghost v] effect to (0)\n go to x: (200) y: (-200)\n repeat until <(Meneger) = [game]>\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n set y to (-150)\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (4))\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) = [7]> then\n broadcast (sound/0 v)\n switch costume to (sound2 v)\n else\n broadcast (sound/100 v)\n switch costume to (sound v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [sound/0 v]\nset volume to (0) %\n\nwhen I receive [sound/100 v]\nset volume to (100) %\n\nif <not <(Meneger) = [Game]>> then\n\n@Player auswählen\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nforever\nend\n\nswitch costume to (Skin)\n\nwhen I receive [menü v]\ngo to x: (0) y: (28)\nset [clone v] to [skin]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nhide\n\nset size to (100) %\n\nswitch costume to (Skin)\ngo to x: (-40) y: (10)\nswitch costume to (button 2 v)\ncreate clone of (_myself_ v)\ngo to x: (40) y: (10)\nswitch costume to (button 1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (10)\nshow\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n forever\n show\n switch costume to (button 1 v)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n switch costume to (button 1 v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (skin +1 v)\n switch costume to (button 1 v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [menü v]\ndelete this clone\n\nwhen I receive [start game v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n forever\n show\n switch costume to (button 2 v)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n broadcast (skin -1 v)\n switch costume to (button 2 v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [skin -1 v]\nset size to (100) %\nclear graphic effects\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nif <(Skin) < [2]> then\n wait (0.1) seconds\n set [skin v] to [5]\nelse\n wait (0.1) seconds\n change [skin v] by (-0.5)\nend\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [skin +1 v]\nset size to (100) %\nclear graphic effects\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nif <(Skin) > [4]> then\n wait (0.1) seconds\n set [skin v] to [1]\nelse\n wait (0.1) seconds\n change [skin v] by (0.5)\nend\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nswitch costume to (button 2 v)\nswitch costume to (button 2 v)\n\nbroadcast (skin -1 v) and wait\n\nbroadcast (skin +1 v) and wait\n\nbroadcast (skin -1 v)\n\nswitch costume to (Skin)\nswitch costume to (join [Player ] (Skin))\n\nswitch costume to (Skin)\n\nwhen I start as a clone\nif <(clone) = [skin]> then\n forever\n show\n switch costume to (Skin)\n end\nend\n\n@links/rechts Buttons\n\nwhen flag clicked\nhide\ngo to x: (35) y: (28)\n\nwhen I receive [menü v]\nswitch costume to (button 1 v)\ncreate clone of (_myself_ v)\ngo to x: (-35) y: (28)\nswitch costume to (button 2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n show\n switch costume to (button 1 v)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (6))\n switch costume to (button 1 v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (skin +1 v) and wait\n switch costume to (button 1 v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n show\n switch costume to (button 2 v)\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (6))\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (skin -1 v) and wait\n switch costume to (button 2 v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen I receive [start game v]\ndelete this clone\n\n@Figur1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (wolke v)\nset [ghost v] effect to (pick random (0) to (50))\nset [move v] to (pick random (4) to (6))\nset size to (pick random (70) to (100)) %\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (240) y: (pick random (120) to (150))\n repeat until <[-240] > (x position)>\n change x by ((move) * (-1))\n end\nelse\n go to x: (-240) y: (pick random (120) to (150))\n repeat until <(x position) > [240]>\n change x by (move)\n end\nend\ndelete this clone\n\nwhen I receive [menü v]\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\n if <(Level) > [11]> then\n wait until <[1] = [50]>\n end\nend\n\nwhen I receive [start game v]\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\n if <(Level) > [11]> then\n wait until <[1] = [50]>\n end\nend\n\n@bewegende Gefahr \n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait until <(Level) = [3]>\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Level) = [3]> then\n show\n go to [back v] layer\n go to x: (60) y: (-108)\n repeat until <(Level) = [4]>\n repeat (40)\n change x by (((-60) - (x position)) / (6))\n turn left ((x position) / (6)) degrees\n end\n repeat (40)\n change x by (((60) - (x position)) / (6))\n turn left ((x position) / (6)) degrees\n end\n end\n hide\n wait until <(Level) = [5]>\n show\n go to x: (0) y: (100)\n repeat until <(Level) = [6]>\n repeat (50)\n change y by (((-100) - (y position)) / (12))\n turn left ((y position) / (6)) degrees\n end\n repeat (50)\n turn left ((y position) / (6)) degrees\n change y by (((100) - (y position)) / (12))\n end\n end\n hide\nend\n\ndelete this clone\n\n@Figur2\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevelanimation v]\nset volume to (40) %\ngo to [front v] layer\nshow\nset size to (400) %\nif <(Level) = (Maxlevel)> then\n hide\n stop [this script v]\nend\ngo to x: (-999999) y: (0)\nset size to (100) %\nchange [level v] by (1)\nrepeat (38)\n change x by (((0) - (x position)) / (6))\n go to [front v] layer\nend\nwait (0) seconds\ngo to x: (0) y: (0)\nchange x by (0.05)\nrepeat (40)\n change x by ((x position) / (4))\nend\nhide\n\nstart sound [Siren Whistle v]\n\n@nicht bewegene Gefahr\n\nwhen flag clicked\nhide\nset [level v] to [1]\nswitch costume to (kostüm1 v)\nwait until <(Level) = [4]>\ngo to x: (-30) y: (-71)\nwait (0.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change x by (27)\nend\nwait until <(Level) = [5]>\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\nwait until <(Level) = [6]>\nhide\ngo to x: (0) y: (0)\nwait until <(Level) = [12]>\nshow\nswitch costume to (level 12 v)\n\nwhen I receive [nextlevelanimation v]\ndelete this clone\n\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [menü v]\ndelete this clone\n\nwhen I receive [menü v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\nwhen I receive [green flag v]\ndelete this clone\n\ngo to [back v] layer\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait until <(Level) = [6]>\nshow\nset rotation style [left-right v]\ngo to x: (-17) y: (-72)\nrepeat until <(Level) = [7]>\n point in direction (90)\n glide (2) secs to x: (208) y: (-72)\n point in direction (-90)\n glide (2) secs to x: (-17) y: (-72)\nend\nhide\n\nwhen I receive [nextlevelanimation v]\nhide\n\nwhen I receive [enemy killed v]\nrepeat (3)\n change y by (-10)\n change [ghost v] effect by ((100) / (3))\nend\nhide\n\n
Not mobile sorry!!!\n\n\nAll levels are possible!!!!!!!\n\n\n\n100 loves to part 2!!
Tsunami | Scrolling Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [outro v]\nswitch backdrop to (outro v)\nstop [other scripts in sprite v]\n\nwhen I receive [level select v]\nswitch backdrop to (game v)\nforever\n play sound [I don't know what this song is... v] until done\n wait (1) seconds\nend\n\n@Blank | plz love fav and follow\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I receive [outro v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (player right v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Play\n repeat until <(EXIT) > []>\n Control\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Play\nset [x v] to [-175]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Control\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player left v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player right v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (.8))\nif <([abs v] of (sx) ) > [.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(in air) < [4]> then\n change [sy v] by (6)\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [sx v] to (x)\nif <(SX) < [0]> then\n set [sx v] to [0]\nend\nchange [sy v] by (round (((y) - (SY)) / (10)))\nif <(SY) < [0]> then\n set [sy 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) - (SX)) y: ((y) - (SY))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\nswitch costume to (player dead v)\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (.1) seconds\nend\nhide\nwait (.5) seconds\nswitch costume to (player right v)\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (tsunami v)?>> then\n start sound [Crunch v]\n switch costume to (player dead v)\n set [exit v] to [die]\nend\n\ndefine Game - Win\nstart sound [High Whoosh v]\ngo to [front v] layer\nrepeat (50)\n point towards (exit v)\n move ((distance to [exit v]) / (2)) steps\n turn right (65) degrees\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\npoint in direction (90)\nchange [level v] by (1)\nwait (1) seconds\n\nstart sound [Crunch v]\nswitch costume to (player dead v)\n\nif <key (s v) pressed?> then\n change [level v] by (1)\nend\n\nstop [this script v]\n\nwhen I receive [green flag v]\n\nforever\n if <touching (collectables v)?> then\n wait (0.05) seconds\n end\n if <[] = [8]> then\n broadcast (open v)\n end\nend\n\nwhen I receive [setup v]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@Platforms\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\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: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [400] 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 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: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n if <(LEVEL) = [3]> then\n broadcast (Outro v)\n hide\n end\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [1917] y: [-76]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (close v)\n Clone at x: [1912] y: [-77]\n else\n if <(LEVEL) = [3]> then\n switch costume to (close v)\n Clone at x: [2900] 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 [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open v]\nswitch costume to (open v)\n\nwhen flag clicked\npoint in direction (90)\nforever\n wait (.000000000000000001) seconds\n turn right (10) degrees\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (5)\n end\n repeat (10)\n change size by (-5)\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Collectables\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (coin 1 v)\nforever\n wait (0.12) seconds\n next costume\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\nif <touching (player v)?> then\n start sound [Connect v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (open v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected 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 (coin v)\n Clone at x: [-35] y: [50]\n Clone at x: [75] y: [50]\n Clone at x: [215] y: [30]\n Clone at x: [515] y: [100]\n Clone at x: [640] y: [50]\n Clone at x: [840] y: [50]\n Clone at x: [1075] y: [50]\n Clone at x: [1350] y: [50]\n Clone at x: [1500] y: [-10]\n Clone at x: [1600] y: [50]\n Clone at x: [1775] y: [-85]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n Clone at x: [-35] y: [50]\n Clone at x: [200] y: [125]\n Clone at x: [340] y: [175]\n Clone at x: [575] y: [133]\n Clone at x: [785] y: [-50]\n Clone at x: [940] y: [-150]\n Clone at x: [1167] y: [-135]\n Clone at x: [1125] y: [50]\n Clone at x: [1590] y: [75]\n Clone at x: [1725] y: [50]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin v)\n Clone at x: [-180] y: [55]\n Clone at x: [-30] y: [35]\n Clone at x: [60] y: [100]\n Clone at x: [190] y: [100]\n Clone at x: [300] y: [200]\n Clone at x: [375] y: [150]\n Clone at x: [585] y: [75]\n Clone at x: [825] y: [75]\n Clone at x: [1000] y: [150]\n Clone at x: [1175] y: [30]\n Clone at x: [1650] y: [-10]\n Clone at x: [2275] y: [-10]\n Clone at x: [2550] y: [150]\n Clone at x: [2490] y: [220]\n Clone at x: [2625] y: [235]\n Clone at x: [2690] y: [-28]\n else\n end\n set [x v] to [-100000]\n end\n set [x v] to [-100000]\nend\nset [x v] to [-100000]\n\ndefine position (x) (y)\ngo to x: (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@Scrolling Background\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nforever\n go to [back v] layer\n set y to (([y position v] of [player v]) * (-.4))\n set x to (([x position v] of [player v]) * (-.1))\nend\n\n@Danger\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\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: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [400] 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 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: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\n@Close Background\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\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: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [400] 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 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: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Tsunami \n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nif <(Mode) = [2]> then\n go [backward v] (2) layers\n set [tsunami x v] to [0]\n wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n set [tsunami x v] to [0]\n wait (1) seconds\n go to x: (-40) y: (0)\n show\n forever\n go to [front v] layer\n Position\n if <(LEVEL) = [3]> then\n change [tsunami x v] by (1.5)\n else\n change [tsunami x v] by (1.75)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [tsunami x v] by (5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [tsunami x v] by (-5)\n end\n if <(EXIT) = [die]> then\n wait (1) seconds\n go to x: (-999) y: (0)\n hide\n set [tsunami x v] to [0]\n wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n set [tsunami x v] to [0]\n if <(LEVEL) = [3]> then\n wait (1.8) seconds\n else\n wait (1) seconds\n end\n show\n end\n if <(EXIT) = [win]> then\n go to x: (-40) y: (0)\n hide\n set [tsunami x v] to [0]\n wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n set [tsunami x v] to [0]\n wait (1) seconds\n show\n end\n end\nelse\n if <(Mode) = [3]> then\n go [backward v] (2) layers\n set [tsunami x v] to [0]\n wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n set [tsunami x v] to [0]\n wait (1) seconds\n go to x: (-40) y: (0)\n show\n forever\n go to [front v] layer\n Position\n if <(LEVEL) = [3]> then\n change [tsunami x v] by (2.5)\n else\n change [tsunami x v] by (3.25)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [tsunami x v] by (5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [tsunami x v] by (-5)\n end\n if <(EXIT) = [die]> then\n wait (1) seconds\n go to x: (-999) y: (0)\n hide\n set [tsunami x v] to [0]\n wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n set [tsunami x v] to [0]\n if <(LEVEL) = [3]> then\n wait (1.8) seconds\n else\n wait (1) seconds\n end\n show\n end\n if <(EXIT) = [win]> then\n go to x: (-40) y: (0)\n hide\n set [tsunami x v] to [0]\n wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n set [tsunami x v] to [0]\n wait (1) seconds\n show\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Position\nif <(LEVEL) < [4]> then\n go to x: (Tsunami X) y: (0)\n if <(Tsunami X) = (x position)> then\n show\n else\n hide\n end\nend\n\n@Intro 1\n\nwhen flag clicked\nset volume to (80) %\nstart sound [Intro v]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset [size v] to [12]\nset size to (2) %\nset [direction min v] to [89]\nset [direction max v] to [91]\nrepeat until <(Size) < [1.1]>\n change size by (Size)\n change [size v] by (-1)\nend\nbroadcast (Hide Marshmawllo v)\nhide\n\nwhen flag clicked\nrepeat until <(Size) < [1.1]>\n change [direction min v] by (-2)\n change [direction max v] by (2)\n point in direction (pick random (Direction Min) to (Direction Max))\n wait (0.01) seconds\nend\npoint in direction (90)\n\nwhen I start as a clone\nhide\n\n@Intro 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (200) %\n\nwhen I receive [hide marshmawllo v]\nset volume to (60) %\nshow\nstart sound [explbomb v]\nswitch costume to (explode-05-june\[2 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[3 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[4 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[5 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[6 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[7 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[8 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[9 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[10 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[11 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[12 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[13 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[14 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[15 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[16 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[17 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[18 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[19 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[20 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[21 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[22 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[23 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[24 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[25 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[26 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[27 v)\nwait (0.1) seconds\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (cooltext-357189942088256 v)\nshow\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nrepeat (67)\n change [intro 2: my variable v] by (10.715)\n point in direction ((([sin v] of (Intro 2: my variable) ) * (15)) + (90))\n set size to ((([sin v] of ((Intro 2: my variable) * (2)) ) * (25)) + (100)) %\nend\npoint in direction (90)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\nwait (2) seconds\nswitch backdrop to (game v)\nbroadcast (Level Select v)\n\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen flag clicked\n\n@Outro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [outro v]\nset size to (100) %\npoint in direction (90)\nstart sound [Vexento - Spark v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nwait (4) seconds\nrepeat (19)\n wait (.01) seconds\n next costume\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\nset [my variable2 v] to [0]\nforever\n change [my variable2 v] by (5.5)\n point in direction ((([sin v] of (my variable2) ) * (15)) + (90))\n set size to ((([sin v] of ((my variable2) * (2)) ) * (25)) + (100)) %\nend\n\n@Easy\n\nwhen I receive [level select v]\nset [mode v] to []\nshow\nrepeat until <not <(Mode) = []>>\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n if <mouse down?> then\n set [mode v] to [1]\n broadcast (Green Flag v)\n broadcast (Play Game v)\n end\n else\n set size to (110) %\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Hard\n\nwhen I receive [level select v]\nset [mode v] to []\nshow\nrepeat until <not <(Mode) = []>>\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n if <mouse down?> then\n set [mode v] to [2]\n broadcast (Green Flag v)\n broadcast (Play Game v)\n end\n else\n set size to (110) %\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Extreme \n\nwhen I receive [level select v]\nset [mode v] to []\nshow\nrepeat until <not <(Mode) = []>>\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n if <mouse down?> then\n set [mode v] to [3]\n broadcast (Green Flag v)\n broadcast (Play Game v)\n end\n else\n set size to (110) %\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ #TSUNAMI ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~\n\nThanks to @KIKOKO_ for hosting and making me place 9th in their competition! This is a platformer inspired by MJM3. This is not just an ordinary platformer... In this game you are jumping over bottomless holes, pouncing over spikes, and running from the #tsunami. This is also my entry for @minecraft's platformer contest, @good_girly_scratcher's, and @0014049's platformer contest, and @KIKOKO_'s contest!\n\nInstructions:\n\n-Choose what game mode you would like to play. Easy is no tsunami, hard is a slow tsunami, and extreme is fast tsunami (hard recommended).\n-arrow keys, WASD, or drag to move (WASD recommended)\n-Avoid spikes, water, and holes. If you choose hard or extreme you will also need to avoid the tsunami.\n-Get to the portal as fast as you can.\n\n#tsunami #tsunami #tsunami #tsunami #tsunami \n#tsunami #tsunami #tsunami #tsunami #tsunami \n#tsunami #tsunami #tsunami #tsunami #tsunami \n\nCredits:\n\nThanks to @KIKOKO for hosting the contest (I got 9th) see for yourself:\nhttps://scratch.mit.edu/projects/427802774\n\n@c3424f53 made an easy version! Go check it out!\n\nPortal by @--ako--\n\nInspired by @MJM3\n\n@griffpatch_tutor for a little help on the scrolling engine from Youtube
Aqua 3 - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (images v)\n\nwhen backdrop switches to [images v]\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images2 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images2 v)\n\nwhen I receive [gamestart v]\nshow variable [deaths: v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide variable [deaths: v]\nhide variable [☁ 1stscore v]\nhide variable [☁ 2ndscore v]\nhide variable [☁ 3rdscore v]\nhide variable [☁ 4thscore v]\nhide variable [☁ 5thscore v]\nhide variable [☁ 1stname v]\nhide variable [☁ 2ndname v]\nhide variable [☁ 3rdname v]\nhide variable [☁ 4thname v]\nhide variable [☁ 5thname v]\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images3 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images3 v)\n\nwhen I receive [music change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images4 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images4 v)\n\nwhen I receive [home v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images2 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images2 v)\n\nwhen flag clicked\nhide variable [coins: v]\n\nwhen I receive [endgame v]\n\nwhen backdrop switches to [images2 v]\nhide variable [deaths: v]\n\nwhen flag clicked\n\n@Welcome!\n\nwhen flag clicked\nhide\n\n@credits\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (external-content2 v)\n else\n switch costume to (external-content3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nbroadcast (gamestart v)\nhide\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (black v)\n\nwhen flag clicked\n\nwhen I receive [black v]\nswitch costume to (black v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [aqua v]\nswitch costume to (aqua v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [white v]\nswitch costume to (white v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [hacker v]\nswitch costume to (hacker v)\n\nwhen I receive [troller v]\nswitch costume to (troller v)\n\nwhen I receive [helios v]\nswitch costume to (helios v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [gamestart v]\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (-221) y: (-104)\nset [xv v] to [0]\nset [yv v] to [0]\nset [deaths: v] to [0]\nforever\n Tick Game\n if <<(x position) = [237]> or <(x position) > [237]>> then\n broadcast (nextcostume v)\n go to x: (-221) y: (-104)\n end\n if <touching (obstacles v)?> then\n change [deaths: v] by (1)\n go to x: (-221) y: (-104)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [present v]\nswitch costume to (present v)\n\nwhen I receive [bunny v]\nswitch costume to (bunny v)\n\nwhen I receive [flower v]\nswitch costume to (flower v)\n\nwhen I receive [hacker v]\nswitch costume to (hacker v)\n\nwhen I receive [noob v]\nswitch costume to (noob v)\n\nwhen I receive [stalin v]\nswitch costume to (stalin v)\n\nwhen I receive [rooftop v]\ngo to x: (-225) y: (50)\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nforever\n go to [front v] layer\nend\n\ndefine Tick Game\nset [xv v] to (((Xv) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * (-1)) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (1)))) * (0.9))\nchange x by (Xv)\nset [yv v] to (((Yv) - (1)) + (((<(airtime) < [2]> * (8)) * <<key (up arrow v) pressed?> or <key (w v) pressed?>>) * (1)))\nchange y by (Yv)\n(Yv) y collision\n\ndefine (x) x collision\nif <touching (ground v)?> then\n repeat (10)\n change y by (1)\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change y by (-10)\n repeat until <not <touching (ground v)?>>\n change x by (((1) * <not <(x) > [0]>>) + ((-1) * <(x) > [0]>))\n set [xv v] to [0]\n end\nend\n\ndefine (y) y collision\nchange [airtime v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (((1) * <not <(y) > [0]>>) + ((-1) * <(y) > [0]>))\n set [airtime v] to (<not <[1] = (<[0] > (y)> * (1))>> + (<not <[1] = <[0] > (y)>>> * (airtime)))\n set [yv v] to [0]\nend\n\n(Xv) x collision\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (1 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\nwhen I receive [gamestart v]\nif <(level) = [1]> then\n switch costume to (1 v)\nend\nif <(level) = [2]> then\n switch costume to (1 v)\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [gamestart v]\nset [level v] to [1]\nswitch costume to (1 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen I receive [6 v]\n\n@Cool Text - Aqua 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (30)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\nswitch costume to (cool text - aqua 312875523892287-costume2 v)\n\nwhen this sprite clicked\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen backdrop switches to [images2 v]\ngo to x: (0) y: (30)\nforever\n glide (2.5) secs to x: (-10) y: (30)\n wait (2.5) seconds\n glide (2.5) secs to x: (10) y: (30)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@Cool Text - A Helios Production 313139249799744\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (-150)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (cool text - a helios production 313139249799744-costume2 v)\n else\n switch costume to (cool text - a helios production 313139249799744-costume1 v)\n end\nend\n\nwhen this sprite clicked\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@music-symbols-clipart-1\n\nwhen flag clicked\nswitch costume to (music-symbols-clipart-1-costume1 v)\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (70) %\n else\n set volume to (0) %\n end\nend\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (349) y: (1)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Monkey \(Instrumental\) v] until done\nend\n\nwhen I receive [gamestart v]\nforever\n show\nend\n\n@costumes\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen backdrop switches to [images2 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (327607_hanger-png2 v)\n else\n switch costume to (327607_hanger-png v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nbroadcast (costume change v)\nhide\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@black\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (black v)\n\nwhen flag clicked\nhide\n\n@white\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (white v)\n\n@aqua\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (aqua v)\n\nwhen flag clicked\nhide\n\n@red\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (red v)\n\nwhen flag clicked\nhide\n\n@yellow\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (yellow v)\n\nwhen flag clicked\nhide\n\n@green\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (green v)\n\nwhen flag clicked\nhide\n\n@purple\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (purple v)\n\nwhen flag clicked\nhide\n\n@orange\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (orange v)\n\nwhen flag clicked\nhide\n\n@Sketchbook\n\nwhen flag clicked\nhide\n\n@Cool Text - A Helios Production 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (-150)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [images2 v]\ngo to x: (0) y: (-4)\nforever\n glide (2.5) secs to x: (10) y: (-4)\n wait (2.5) seconds\n glide (2.5) secs to x: (-10) y: (-4)\n wait (2.5) seconds\nend\n\n@Cool Text - A Helios Production 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (-150)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [images2 v]\ngo to x: (0) y: (0)\nforever\n glide (2) secs to x: (-5) y: (0)\n wait (2.5) seconds\n glide (2) secs to x: (5) y: (0)\n wait (2.5) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@inventory\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (inventory v)\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\n@shop\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\n@wip\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen this sprite clicked\nrepeat (24)\n turn right (15) degrees\nend\n\n@home\n\nwhen backdrop switches to [images3 v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (black2 v)\n else\n switch costume to (black v)\n end\nend\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [inventory v]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (home v)\n\nwhen backdrop switches to [images4 v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (flagclicked v)\n\nwhen I receive [6 v]\ngo to x: (71) y: (-43)\nforever\n show\n glide (3) secs to x: (-71) y: (-43)\n wait (1) seconds\n glide (3) secs to x: (71) y: (-43)\n wait (1) seconds\nend\n\nwhen I receive [6done v]\nforever\n hide\nend\n\n\n\nwhen I receive [flagclicked v]\nhide\n\n@music-symbols-clipart-2\n\nwhen flag clicked\nset [death icon v] to [0]\nhide\n\nwhen I receive [gamestart v]\nset [death icon v] to [1]\nset [turn v] to [0]\ngo to x: (-222) y: (163)\nset size to (100) %\nchange [turn v] by (4)\nchange size by ((0.1) * ([cos v] of (turn) ))\nif <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [death icon v] to [1]\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [images v]\nset [death icon v] to [0]\nhide\n\nwhen backdrop switches to [images2 v]\nset [death icon v] to [0]\nhide\n\nwhen backdrop switches to [images3 v]\nset [death icon v] to [0]\nhide\n\nwhen backdrop switches to [images4 v]\nset [death icon v] to [0]\nhide\n\nwhen backdrop switches to [external-content v]\nset [death icon v] to [0]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nset [death icon v] to [0]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nset [death icon v] to [0]\nhide\n\nwhen I receive [diedmoment v]\nset [brightness v] effect to (110)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (349) y: (1)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\n@LBDBrain\n\nwhen flag clicked\nshow list [deaths v]\nshow list [names v]\n\nwhen backdrop switches to [images v]\nshow list [deaths v]\nshow list [names v]\n\nwhen backdrop switches to [images2 v]\nshow list [deaths v]\nshow list [names v]\n\nwhen backdrop switches to [images3 v]\nshow list [deaths v]\nshow list [names v]\n\nwhen backdrop switches to [backdrop1 v]\nshow list [deaths v]\nshow list [names v]\n\nwhen I receive [lbdready v]\nhide list [deaths v]\nhide list [names v]\nif <(Deaths:) > (item (1) of [deaths v])> then\n insert (Deaths:) at (1) of [deaths v] \n insert (username) at (1) of [names v] \nelse\n if <(Deaths:) > (item (2) of [deaths v])> then\n insert (Deaths:) at (2) of [deaths v] \n insert (username) at (2) of [names v] \n else\n if <(Deaths:) > (item (3) of [deaths v])> then\n insert (Deaths:) at (3) of [deaths v] \n insert (username) at (3) of [names v] \n else\n if <(Deaths:) > (item (4) of [deaths v])> then\n insert (Deaths:) at (4) of [deaths v] \n insert (username) at (4) of [names v] \n else\n if <(Deaths:) > (item (5) of [deaths v])> then\n insert (Deaths:) at (5) of [deaths v] \n insert (username) at (5) of [names v] \n end\n end\n end\n end\nend\n\nwhen I receive [lbdready v]\nforever\n repeat until <(Deaths:) > (item (1) of [deaths v])>\n delete (6) of [deaths v]\n delete (6) of [names v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nbroadcast (flagclicked v)\n\nwhen I receive [25 v]\ngo to [front v] layer\nshow\ngo to x: (-241) y: (-59)\nforever\n show\n if <touching (sprite1 v)?> then\n broadcast (lbdready v)\n end\nend\n\n\n\nwhen I receive [flagclicked v]\nhide\n\n
Aqua 3 - A Platformer (RELEASE v1.0)\n----------------------------------------\nAqua 3, adventure through the 20 unique levels the new sequel has to offer. From islands to urban cities, you won't regret playing this. So stop hesitating, and press that green flag to begin your adventure through Aqua 3.\n----------------------------------------\nInstructions:\nTo move simply press - Arrow keys(↑, ↓, ←, →) or WASD(W, S, A, D) - F for a right directional boost!\n----------------------------------------\nNotice any bugs?\nPlease message @HeliosOfficial or one of the Engineers!\n----------------------------------------\nAqua 3 - A Platformer\nA production by Team Aqua\nFrom the creators of Moody.io & Aqua - A Platformer\n----------------------------------------\nSpecial News:\n-New updates are coming out very soon! Make sure to follow @HeliosOfficial to keep up to date!\n-------------------------------------------------------------------------\nUpdate Board:\n8/1/2020 - Game release in alpha stage!\n8/3/2020 - New thumbnail, character eyes, and new levels!\n8/4/2020 - Bug fixes, prevent cheating, moving platforms, and removed lava in levels 0 - 10 (replaced with water)!\n8/5/2020 - Fixed some minor bugs, added some new features, revamped character player's eyes!\n8/6/2020 - Added a new boost feature! You can now press key F on your keyboard for a right directional boost! (REMOVED)\n8/7/2020 - Official Release into BETA! (Added a global data-cloud-saving deaths leaderboard, bug fixes, and more!) *There may be a lot of bugs with this update.. even though we fixed alot..*\n8/8/2020 - Added new a lot of new features!\n8/9/2020 - Official release! Game revamped!\n----------------------------------------\nEngineers:\nLead Engineer: @HeliosOfficial\nCreative Lead: @tropicaltantrum\nVisualizations Designer: @AmberWolfOfficial\n----------------------------------------\nContributors: \nInspiration: @cs1087547\nEffects: @cs1087547\nMusic: @tonesandi\n----------------------------------------\nDisclaimer:\nAll assets were either created by Team Aqua or other individuals. Individuals that created an asset that was used in Aqua 3 were listed in the Contributors section. \n----------------------------------------\nTags:\n#platformer #parkour #obstacle #arcade #rpg #fun #character #scratch #aqua #cartoon #island #island #griffpatch #trending #projectsoftheweek #bestplatformer #bestprojects\n----------------------------------------\nIn cooperation with, "Helios Productions" and scratch studio, "Team Aqua".
Breeze: A Platformer
@Stage\n\n@ground\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nif <(gamestate) = [on]> then\n forever\n switch costume to (level)\n end\nend\n\n@player\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n set [lives v] to [5]\n show\n set size to (115) %\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (18) layers\n go to x: (-200) y: (0)\n set rotation style [left-right v]\n set [flippers? v] to [0]\n set [yvel v] to [0]\n set [level v] to [1]\n forever\n change y by (yvel)\n TouchingGround? <(yvel) > [0]>\n if <<(yvel) < [4]> or <key (up arrow v) pressed?>> then\n change [yvel v] by (-1)\n else\n change [yvel v] by (-2)\n end\n if <key (up arrow v) pressed?> then\n if <<(jumpkey) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [yvel v] to [12]\n set [falling? v] to [6]\n set [jumpkey v] to [1]\n end\n else\n set [jumpkey v] to [0]\n end\n if <(x position) = [240]> then\n change [level v] by (1)\n go to x: (-239) y: (0)\n end\n if <<(level) = [12]> and <(y position) = [-180]>> then\n set [level v] to [14]\n go to x: (-239) y: (0)\n end\n if <(walljump) > [0]> then\n change [walljump v] by (-1)\n else\n set [xvel v] to ((xvel) * (0.7))\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1.5)\n end\n end\n if <(xvel) < [-0.5]> then\n walk [-90] (xvel)\n else\n if <(xvel) > [0.5]> then\n walk [90] (xvel)\n else\n set [frame v] to [0]\n end\n end\n end\nend\n\ndefine TouchingGround? <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [yvel v] to [0]\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(walljump) = [0]> then\n set [xvel v] to ((-1.2) * (speed))\n set [yvel v] to [11]\n set [falling? v] to [6]\n set [walljump v] to [5]\n end\n else\n set [xvel v] to [0]\n end\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (0)\nchange [lives v] by (-1)\nplay sound [Minecraft Fall Damage \(Crack\) - Sound Effect \(HD\) \(1\) v] until done\nwait (0.05) seconds\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (pick random (1) to (1.3)) seconds\n switch costume to (costume2 v)\n wait (0.07) seconds\nend\n\nwhen I receive [die v]\nset [yvel v] to [0]\nset [xvel v] to [0]\n\nwhen flag clicked\nforever\n if <<(level) = [2]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (0)\n end\n if <<(level) = [3]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (0)\n end\n if <<(level) = [4]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (100)\n end\n if <<(level) = [5]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (150)\n end\n if <<(level) = [6]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (0)\n end\n if <<(level) = [7]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (0)\n end\n if <<(level) = [8]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (0)\n end\n if <<(level) = [9]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-50)\n end\n if <<(level) = [10]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (180)\n end\n if <<(level) = [11]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-30)\n end\n if <<(level) = [12]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (12)\n end\n if <<(level) = [13]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-97)\n end\n if <<(level) = [14]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-133)\n end\n if <<(level) = [15]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-70)\n end\n if <<(level) = [16]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-110)\n end\n if <<(level) = [17]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-110)\n end\n if <<(level) = [18]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-20)\n end\n if <<(level) = [19]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (-52)\n end\n if <<(level) = [20]> and <(x position) = [-240]>> then\n change [level v] by (-1)\n go to x: (230) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if <<(sword?) = [1]> and <touching (pedestal v)?>> then\n wait (0.02) seconds\n set [pedestal v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n play sound [Sound Effect - Water splash v] until done\n wait until <not <touching (water v)?>>\nend\n\nwhen flag clicked\nforever\n play sound [Essa - Ambient Music Loop 7 \[ Free Songs for Use! Copyright Free Music \] v] until done\nend\n\n@ground cover layer (bdack)\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (3) layers\nif <(gamestate) = [on]> then\n switch costume to (1 v)\n forever\n switch costume to (level)\n end\nend\n\n@ground cover laver (front)\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n switch costume to (1 v)\n forever\n switch costume to (level)\n end\nend\n\n@dust particle\n\nwhen flag clicked\ngo to [front v] layer\nif <(gamestate) = [on]> then\n broadcast (greenflag v)\n set [ghost v] effect to (100)\n hide\nend\n\nwhen I start as a clone\nshow\nrepeat (50)\n change x by (1)\n change y by (-1)\n move (1) steps\n turn left (2) degrees\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change x by (1)\n change y by (-1)\n move (1) steps\n change [ghost v] effect by (2)\n turn left (2) degrees\nend\ndelete this clone\n\nwhen I receive [greenflag v]\nif <(gamestate) = [on]> then\n forever\n set size to (pick random (10) to (100)) %\n go to (random position v)\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n wait (0.1) seconds\n end\nend\n\n@enemy1\n\nwhen flag clicked\nset [gamestate v] to [on]\nswitch costume to (costume8 v)\nset rotation style [left-right v]\ngo to x: (0) y: (-121)\ngo to [front v] layer\nforever\n if <(gamestate) = [on]> then\n repeat until <(x position) = [-80]>\n point in direction (-90)\n change x by (-1)\n end\n wait (0.07) seconds\n repeat until <(x position) = [80]>\n point in direction (90)\n change x by (1)\n end\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nset [enemy1 state v] to [alive]\nforever\n if <<touching (player v)?> and <(yvel) = [-1]>> then\n broadcast (die v)\n start sound [Big Boing v]\n end\n if <(enemy1 state) = [alive]> then\n if <(level) = [3]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rock v)?> then\n hide\n stop [other scripts in sprite v]\n end\n if <<touching (player v)?> and <(yvel) < [-1]>> then\n set [yvel v] to [7]\n set [enemy1 state v] to [dead]\n start sound [Wooden Thump Sound Effect v]\n repeat (4)\n next costume\n change [ghost v] effect by (33.3)\n wait (0.04) seconds\n end\n hide\n end\nend\n\nif <touching (rock v)?> then\n hide\n stop [other scripts in sprite v]\nend\n\n@mushroom\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n switch costume to (costume1 v)\n forever\n if <<(level) = [4]> or <(level) = [9]>> then\n show\n else\n hide\n end\n if <(level) = [4]> then\n go to x: (47) y: (26)\n end\n if <(level) = [9]> then\n go to x: (49) y: (33)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n set [yvel v] to [20]\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0.03) seconds\n end\n end\nend\n\n@water\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n switch costume to (costume1 v)\n forever\n if <<touching (player v)?> and <(flippers?) = [0]>> then\n broadcast (die v)\n end\n if <<touching (player v)?> and <(flippers?) = [1]>> then\n if <touching (player v)?> then\n change [yvel v] by (1.3)\n end\n if <key (up arrow v) pressed?> then\n change [yvel v] by (.3)\n end\n if <key (down arrow v) pressed?> then\n change [yvel v] by (-.5)\n end\n end\n if <(level) = [5]> then\n set y to ((0) + (([cos v] of (((timer) - (1)) * (400)) ) * (2)))\n show\n set [ghost v] effect to (60)\n else\n hide\n if <(level) = [6]> then\n set y to ((70) + (([cos v] of (((timer) - (1)) * (400)) ) * (2)))\n show\n set [ghost v] effect to (60)\n end\n if <<(level) = [7]> or <(level) = [8]>> then\n set y to ((200) + (([cos v] of (((timer) - (1)) * (400)) ) * (2)))\n show\n set [ghost v] effect to (60)\n end\n if <(level) = [10]> then\n set y to ((0) + (([cos v] of (((timer) - (1)) * (400)) ) * (2)))\n show\n set [ghost v] effect to (60)\n end\n end\n end\nend\n\n@vine\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n go to [back v] layer\n forever\n if <(level) = [5]> then\n show\n go to x: (0) y: (20)\n if <<touching (player v)?> and <key (up arrow v) pressed?>> then\n set [yvel v] to [10]\n end\n else\n hide\n if <(level) = [12]> then\n show\n go to x: (20) y: (20)\n if <<touching (player v)?> and <key (up arrow v) pressed?>> then\n set [yvel v] to [10]\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n forever\n set y to ((-70) + (([cos v] of (((timer) - (5)) * (400)) ) * (4)))\n if <(level) = [5]> then\n if <(flippers?) = [0]> then\n show\n end\n if <touching (player v)?> then\n set [flippers? v] to [1]\n hide\n end\n else\n hide\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nif <(gamestate) = [on]> then\n go to x: (-58) y: (48)\n set size to (75) %\n forever\n switch costume to (lives)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [gamestate v] to [on]\nbroadcast (start v)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [start v]\nhide\nset [shake v] to [20]\nwait until <(lives) = [0]>\nset [gamestate v] to [pause]\nshow\nrepeat until <(shake) = [0]>\n go to x: (pick random (shake) to ((shake) - ((shake) * (2)))) y: (pick random (shake) to ((shake) - ((shake) * (2))))\n change [shake v] by (-0.5)\nend\nstop [all v]\n\n@restart button\n\nwhen flag clicked\nforever\n set [ghost v] effect to (20)\n next costume\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <(gamestate) = [on]> then\n hide\n end\n if <(gamestate) = [pause]> then\n show\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [enemy1 state v] to [alive]\n set [falling? v] to [0]\n set [frame v] to [0]\n set [gamestate v] to [on]\n set [jumpkey v] to [0]\n set [level v] to [1]\n set [lives v] to [5]\n set [shake v] to [20]\n set [slope v] to [0]\n set [speed v] to [0]\n set [v v] to [0]\n set [var v] to [0]\n set [walljump v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [speed v] to [5]\nset [var v] to [0]\nforever\n change [var v] by (speed)\n go to x: (0) y: ((-100) + (([sin v] of (var) ) * (3)))\nend\n\n@water enemy\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (costume3 v)\nset [speed v] to [5]\nset [var v] to [0]\nforever\n change [var v] by (speed)\n go to x: (0) y: ((-100) + (([sin v] of (var) ) * (70)))\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die v)\n wait (0.03) seconds\n end\nend\n\n@flying enemy\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n next costume\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n if <touching (rock v)?> then\n start sound [Wooden Thump Sound Effect v]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n turn right (5) degrees\n move (5) steps\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n if <touching (player v)?> then\n broadcast (die v)\n wait (0.06) seconds\n end\nend\n\n@enemy2\n\nwhen flag clicked\nset [gamestate v] to [on]\nswitch costume to (costume8 v)\nset size to (70) %\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(gamestate) = [on]> then\n set [flyingfish yvel v] to [5]\n change y by (flyingfish yvel)\n repeat until <(flyingfish yvel) = [-5]>\n change [flyingfish yvel v] by (-.5)\n change y by (flyingfish yvel)\n end\n end\n if <(level) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume9 v)\n repeat (5)\n next costume\n wait (0.03) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (150) y: (-121)\nforever\n repeat until <(x position) = [70]>\n point in direction (-90)\n change x by (-1)\n end\n wait (0.07) seconds\n repeat until <(x position) = [170]>\n point in direction (90)\n change x by (1)\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die v)\n wait (0.02) seconds\n end\nend\n\n@enemy\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\nwhen flag clicked\nset [fire enemy state v] to [1]\ngo to x: (0) y: (-100)\ngo to [front v] layer\nforever\n if <touching (rock v)?> then\n hide\n set [fire enemy state v] to [0]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n set y to ((-100) + (([cos v] of (((timer) - (1)) * (400)) ) * (10)))\n if <touching (rock v)?> then\n hide\n end\n if <(level) = [14]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-100)\ngo to [front v] layer\nforever\n repeat until <(x position) = [-80]>\n change x by (-1)\n end\n wait (0.07) seconds\n repeat until <(x position) = [80]>\n change x by (1)\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die v)\n end\nend\n\n@enemy lava\n\nwhen flag clicked\nforever\n go to (enemy v)\n next costume\n create clone of (_myself_ v)\n if <<(level) = [14]> and <(fire enemy state) = [1]>> then\n show\n else\n hide\n end\nend\n\ngo [backward v] (1) layers\n\nwhen I start as a clone\nif <<(level) = [14]> and <(fire enemy state) = [1]>> then\n show\nelse\n delete this clone\nend\nforever\n set [lava yvel v] to (pick random (1) to (5))\n if <(lava yvel) > [3]> then\n set size to (30) %\n else\n set size to (100) %\n end\n repeat (30)\n change size by (pick random (-0.3) to (2))\n change [lava yvel v] by (-0.3)\n change y by (lava yvel)\n end\n delete this clone\nend\n\nif <touching color (#4b1c0c)?> then\nend\n\n@rock\n\nwhen flag clicked\nforever\n go to (slingshot v)\n hide\n point in direction ([direction v] of [player v])\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [rock yvel v] to [7]\nstart sound [Slingshot hit - Sound effect v]\nrepeat until <touching (ground v)?>\n move (15) steps\n change [rock yvel v] by (-1)\n change y by (rock yvel)\n if on edge, bounce\n if <touching (enemy2 v)?> then\n start sound [Wooden Thump Sound Effect v]\n change [rock yvel v] by (7)\n end\nend\ndelete this clone\n\n@slingshot\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (18) layers\nforever\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\n@sword\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [all around v]\nhide\ngo to x: (0) y: (-40)\nset [sword? v] to [0]\nset [pedestal v] to [0]\nwait until <(level) = [20]>\nshow\ngo to [front v] layer\nrepeat until <touching (player v)?>\n set y to ((-70) + (([cos v] of (((timer) - (5)) * (400)) ) * (4)))\nend\nbroadcast (sword sparkle v) and wait\nset [sword? v] to [1]\nrepeat until <(pedestal) = [1]>\n set x to ([x position v] of [player v])\n set y to ((([y position v] of [player v]) + (45)) + (([cos v] of (((timer) - (5)) * (400)) ) * (4)))\nend\ngo to [back v] layer\nrepeat (50)\n change x by ((([x position v] of [pedestal v]) - (x position)) / (25))\n change y by (((([y position v] of [pedestal v]) + (20)) - (y position)) / (25))\n turn right ((180) / (50)) degrees\nend\nbroadcast (sword sparkle v)\nwait (.7) seconds\nbroadcast (win v) and wait\n\n@sparkle\n\nwhen flag clicked\nclear graphic effects\nset rotation style [all around v]\nshow\npoint in direction (90)\ngo to x: (120) y: (-80)\nforever\n wait until <touching (player v)?>\n starburst [10]\n start sound [starburst v]\n wait (0.03) seconds\n start sound [starburst2 v]\n wait (0.02) seconds\n start sound [starburst3 v]\nend\n\ndefine starburst (number)\nhide\nrepeat (number)\n turn right (pick random (15) to (50)) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (20)\nshow\nset [starburst speed v] to (pick random (5) to (15))\nrepeat until <(starburst speed) = [0]>\n change [starburst speed v] by (-1)\n move (starburst speed) steps\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (120) %\nforever\n repeat until <(size) < (pick random (30) to (10))>\n change size by (-7)\n end\n repeat until <(size) > (pick random (50) to (150))>\n change size by (7)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n point in direction (90)\n go to x: (-35) y: (0)\n wait until <not <(level) = [1]>>\n end\n if <(level) = [2]> then\n show\n go to x: (-196) y: (60)\n point in direction (90)\n wait until <not <(level) = [2]>>\n end\n if <(level) = [3]> then\n show\n go to x: (-175) y: (100)\n point in direction (90)\n wait until <not <(level) = [3]>>\n end\n if <(level) = [4]> then\n show\n go to x: (-175) y: (100)\n point in direction (90)\n wait until <not <(level) = [4]>>\n end\n if <(level) = [5]> then\n show\n go to x: (-30) y: (50)\n point in direction (90)\n wait until <not <(level) = [5]>>\n end\n if <(level) = [6]> then\n show\n go to x: (75) y: (-130)\n point in direction (90)\n wait until <not <(level) = [6]>>\n end\n if <(level) = [7]> then\n show\n go to x: (200) y: (-50)\n point in direction (90)\n wait until <not <(level) = [7]>>\n end\n if <(level) = [8]> then\n show\n go to x: (-20) y: (-85)\n point in direction (90)\n wait until <not <(level) = [8]>>\n end\n if <(level) = [9]> then\n show\n go to x: (120) y: (-85)\n point in direction (90)\n wait until <not <(level) = [9]>>\n end\n if <(level) = [10]> then\n show\n go to x: (0) y: (-170)\n point in direction (90)\n wait until <not <(level) = [10]>>\n end\n if <(level) = [11]> then\n show\n go to x: (70) y: (-40)\n point in direction (90)\n wait until <not <(level) = [11]>>\n end\n if <(level) = [12]> then\n show\n go to x: (-100) y: (-150)\n point in direction (90)\n wait until <not <(level) = [12]>>\n end\n if <(level) = [13]> then\n show\n go to x: (-10) y: (150)\n point in direction (90)\n wait until <not <(level) = [13]>>\n end\n if <(level) = [14]> then\n show\n go to x: (180) y: (-70)\n point in direction (90)\n wait until <not <(level) = [14]>>\n end\n if <(level) = [15]> then\n show\n go to x: (40) y: (-100)\n point in direction (90)\n wait until <not <(level) = [15]>>\n end\n if <(level) = [16]> then\n show\n go to x: (40) y: (0)\n point in direction (90)\n wait until <not <(level) = [16]>>\n end\n if <(level) = [17]> then\n show\n go to x: (0) y: (-30)\n point in direction (90)\n wait until <not <(level) = [17]>>\n end\n if <(level) = [18]> then\n show\n go to x: (50) y: (-120)\n point in direction (90)\n wait until <not <(level) = [18]>>\n end\n if <(level) = [19]> then\n show\n go to x: (130) y: (-80)\n point in direction (90)\n wait until <not <(level) = [19]>>\n end\nend\n\nwhen I receive [sword sparkle v]\ngo to (sword v)\nstarburst [50]\nstart sound [A Guitar v]\nstart sound [starburst v]\nwait (0.03) seconds\nstart sound [starburst2 v]\nwait (0.02) seconds\nstart sound [starburst3 v]\n\n@Music\n\n@pedestal\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (19) layers\ngo to x: (-155) y: (-112)\nforever\n if <(level) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nrepeat (16)\n change [ghost v] effect by (-6.25)\nend\nstop [all v]\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Breeze, A Platformer\n\nFinally, after around 4 months of work I've finished my first big game! A lot of work was put into this so enjoy!\n\nthanks to all of my followers and friends\nthe aim of the game is to reclaim the sword and return it to the pedestal in level 1.\n_-Dreamer-_\n
Pixel Platformer Asset Pack
@Stage\n\n@Ground\n\n@Objects\n\n@Guide\n\ngo to x: (0) y: (0)\n\n
Use with credit.
-SKY- platformer
@Stage\n\nwhen I receive [oh... v]\nwait (0.1) seconds\nplay sound [のびやか v] until done\nbroadcast (oh... v)\n\nwhen I receive [スタート v]\nswitch backdrop to (背景1 v)\nbroadcast (oh... v)\n\nwhen flag clicked\nswitch backdrop to (サイショ v)\n\n@主人公\n\nwhen I start as a clone\nset [ghost v] effect to (7)\nrepeat (7)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nif <not <(宣伝中...) = [1]>> then\n forever\n if <(x position) > [222]> then\n broadcast (つぎ! v)\n go to x: (-200) y: (0)\n change [ステージ v] by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\npoint in direction (90)\nset size to (33) %\ngo to [front v] layer\nset [ステージ v] to [1]\nset [ghost v] effect to (0)\ngo to x: (-200) y: (0)\nset [速度 v] to [0]\nset [重力 v] to [0]\nset rotation style [left-right v]\nforever\n if <not <(宣伝中...) = [1]>> then\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [速度 v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [速度 v] by (-1)\n point in direction (-90)\n end\n change y by (-1)\n if <touching (stage v)?> then\n set [速度 v] to ((速度) * (0.9))\n else\n set [速度 v] to ((速度) * (0.89))\n end\n change y by (1)\n change x by (速度)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((速度) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(速度) > [0]> then\n set [速度 v] to [-5]\n else\n set [速度 v] to [5]\n end\n set [重力 v] to [10]\n else\n set [速度 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (stage v)?> then\n set [重力 v] to [15]\n end\n end\n change y by (重力)\n change [重力 v] by (-1)\n if <touching (stage v)?> then\n change y by ((重力) * (-1))\n set [重力 v] to [0]\n end\n if <touching (タヒぬやつ v)?> then\n repeat (11)\n change size by (-3)\n change [ghost v] effect by (7)\n end\n point in direction (90)\n go to x: (-200) y: (-50)\n repeat (11)\n change size by (3)\n change [ghost v] effect by (-7)\n end\n set size to (33) %\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\ngo to x: (-200) y: (0)\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠しstage v]\ngo to x: (-200) y: (0)\n\n@stage\n\nwhen I receive [隠しstage v]\nswitch costume to (隠しstage v)\n\nwhen I receive [スタート v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (stage v)\n\nwhen I receive [つぎ! v]\nif <(costume [name v]) = [stage16]> then\n broadcast (ヒミツ v)\nelse\n next costume\nend\n\nwhen I receive [skip v]\nif <not <<(costume [name v]) = [stage16]> or <(costume [name v]) = [隠しstage5]>>> then\n next costume\nend\n\n@タヒぬやつ\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [隠しstage v]\nswitch costume to (隠しstage v)\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [つぎ! v]\nif <not <(backdrop [name v]) = [stage16]>> then\n next costume\nend\n\nwhen I receive [skip v]\nif <not <<(backdrop [name v]) = [stage16]> or <(backdrop [name v]) = [隠しstage5]>>> then\n next costume\nend\n\n@START\n\nwhen flag clicked\nshow\nset [whirl v] effect to (0)\ngo to x: (100) y: (-87)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [100]>\n change size by (1)\n end\n else\n set size to (77) %\n end\nend\n\nwhen this sprite clicked\nrepeat (10)\n change size by (-7)\n change [ghost v] effect by (11)\nend\nbroadcast (スタート v) and wait\nhide\n\n@ステージ番号\n\nwhen flag clicked\nhide\nswitch costume to (stage 1 v)\n\nwhen I receive [つぎ! v]\nnext costume\n\nwhen I receive [skip v]\nif <not <<(costume [name v]) = [Stage 16]> or <(costume [name v]) = [隠しstage5]>>> then\n next costume\n change [ステージ v] by (1)\nend\n\nwhen I receive [スタート v]\nshow\ngo to x: (-187) y: (-150)\n\nwhen I receive [隠しstage v]\nswitch costume to (隠しstage v)\n\n@skipボタン\n\nwhen flag clicked\nhide\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 I receive [スタート v]\nshow\ngo to x: (200) y: (-150)\n\nwhen this sprite clicked\nif <not <(ステージ) = [16]>> then\n broadcast (skip v)\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [つぎ! v]\nif <<(ステージ) = [1]> or <<(ステージ) = [7]> or <(ステージ) = [14]>>> then\n set [宣伝中... v] to [1]\n show\n go to [front v] layer\n go to x: (620) y: (0)\n glide (1) secs to x: (0) y: (0)\n repeat (7)\n wait (0.01) seconds\n change size by (-2)\n end\n repeat (7)\n wait (0.01) seconds\n change size by (2)\n end\n wait (0.7) seconds\n glide (1) secs to x: (-620) y: (0)\n set [宣伝中... v] to [0]\nend\n\nwhen I receive [skip v]\nset [宣伝中... v] to [1]\nshow\ngo to [front v] layer\ngo to x: (620) y: (0)\nglide (1) secs to x: (0) y: (0)\nrepeat (7)\n wait (0.01) seconds\n change size by (-2)\nend\nrepeat (7)\n wait (0.01) seconds\n change size by (2)\nend\nwait (0.7) seconds\nglide (1) secs to x: (-620) y: (0)\nset [宣伝中... v] to [0]\n\n@ヒミツノアメダマ\n\nwhen flag clicked\nhide\nhide variable [☁ 隠しstage見つけた方 v]\nset [ghost v] effect to (0)\n\nwhen I receive [ヒミツ v]\nshow\nforever\n if <touching (主人公 v)?> then\n change [☁ 隠しstage見つけた方 v] by (1)\n show variable [☁ 隠しstage見つけた方 v]\n if <<(language::translate) = [日本語]> or <(language::translate) = [にほんご]>> then\n say [おめでとうございます!] for (3) seconds\n say (join [貴方はこのアメダマに触れた] (join (☁ 隠しstage見つけた方) [人目の方です!])) for (2) seconds\n say [それでは、隠しステージに let's go!] for (3) seconds\n broadcast (隠しstage v)\n repeat (22)\n change [ghost v] effect by (7)\n end\n hide variable [☁ 隠しstage見つけた方 v]\n hide\n else\n say (translate [おめでとうございます!] to (en v)::translate) for (3) seconds\n say (translate (join [貴方はこのアメダマに触れた] (join (☁ 隠しstage見つけた方) [人目の方です!])) to (en v)::translate) for (3) seconds\n say (translate [それでは、隠しステージに let's go!] to (en v)::translate) for (3) seconds\n broadcast (隠しstage v)\n repeat (22)\n change [ghost v] effect by (7)\n end\n hide variable [☁ 隠しstage見つけた方 v]\n hide\n end\n end\nend\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 [☁ playしてくれた方! v] by (1)\n\n
日 本 語 は 下 で す !\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\n\n\n\n✩全ての線が細いのは空って感じを\n出したかったからです!仕様ですのでご安心を!
Minecraft Nether Platformer
@Stage\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Minecraft Main Character\n\ndefine Talk (delay frames) (input) (tone) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nTalk [1] [Help Steve escape and find the mysterious mystery behind the nether.] [3] [2]\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
Can you help Steve find the mysterious behind the nether and can he escape there alive, Play to see!
Greenlands, a 3d platformer, 100% pen! [games, art , all)
@Stage\n\n@Sprite1\n\n@intro\n\nwhen I receive [intro v]\npen up\nerase all\ngo to x: (-75) y: (60)\nset pen color to (#0083ff)\nset pen size to (25)\npen down\nrepeat (2)\n glide (0.2) secs to x: (75) y: (y position)\n change y by (-20)\n glide (0.2) secs to x: (-75) y: (y position)\n change y by (-20)\nend\nglide (0.2) secs to x: (75) y: (y position)\nchange y by (-20)\nglide (0.2) secs to x: (-75) y: (y position)\nchange y by (-20)\nglide (0.2) secs to x: (75) y: (y position)\npen up\nset pen color to (#0097ff)\nset pen size to (25)\ngo to x: (75) y: (60)\npen down\nglide (0.2) secs to x: (0) y: (10)\nglide (0.2) secs to x: (75) y: (-20)\nglide (0.2) secs to x: (75) y: (40)\nglide (0.2) secs to x: (30) y: (10)\nglide (0.2) secs to x: (60) y: (10)\ngo to x: (0) y: (10)\nglide (0.2) secs to x: (-40) y: (-75)\nglide (0.2) secs to x: (-60) y: (-75)\nglide (0.2) secs to x: (-20) y: (10)\nglide (0.2) secs to x: (0) y: (10)\nglide (0.2) secs to x: (-75) y: (50)\nglide (0.2) secs to x: (-75) y: (-75)\nglide (0.2) secs to x: (-40) y: (20)\nglide (0.2) secs to x: (-52) y: (25)\nglide (0.2) secs to x: (-50) y: (0)\npen up\ngo to x: (75) y: (-75)\nset pen color to (#00acff)\nset pen size to (25)\npen down\nglide (0.2) secs to x: (75) y: (-40)\nglide (0.2) secs to x: (10) y: (-10)\nglide (0.2) secs to x: (-20) y: (-75)\nglide (0.2) secs to x: (75) y: (-75)\nglide (0.2) secs to x: (10) y: (-10)\nglide (0.2) secs to x: (10) y: (-75)\nglide (0.2) secs to x: (20) y: (-30)\nglide (0.2) secs to x: (30) y: (-60)\nchange x by (10)\npen up\npen up\ngo to x: (-75) y: (75)\nset pen color to (#000000)\nset pen size to (25)\npen down\nglide (0.2) secs to x: (75) y: (75)\nglide (0.2) secs to x: (75) y: (-75)\nglide (0.2) secs to x: (-75) y: (-75)\nglide (0.2) secs to x: (-75) y: (75)\npen up\nset pen color to (#000000)\nset pen size to (15)\ngo to x: (-50) y: (50)\npen down\nglide (0.2) secs to x: (-50) y: (-50)\nglide (0.2) secs to x: (-50) y: (0)\nglide (0.2) secs to x: (-15) y: (0)\nglide (0.2) secs to x: (-15) y: (50)\nglide (0.2) secs to x: (-15) y: (-50)\npen up\nset pen color to (#000000)\nset pen size to (8)\ngo to x: (25) y: (12)\npen down\nglide (0.2) secs to x: (25) y: (45)\nglide (0.2) secs to x: (6) y: (18)\nglide (0.2) secs to x: (30) y: (18)\npen up\ngo to x: (53) y: (43)\npoint in direction (-90)\npen down\nrepeat (25)\n move (2) steps\n turn left (8) degrees\nend\nrepeat (20)\n move (1) steps\n turn left (8) degrees\nend\nrepeat (10)\n move (1) steps\nend\npen up\nset pen color to (#ffffff)\nset pen (transparency v) to (50)\nset pen size to (25)\ngo to x: (-55) y: (75)\npen down\ngo to x: (-75) y: (55)\npen up\ngo to x: (55) y: (-75)\npen down\ngo to x: (75) y: (-55)\npen up\nwait (1) seconds\nbroadcast (Start v)\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 <[green] = (t)> then\n set pen color to (#00ff21)\nend\nif <[player] = (t)> then\n set pen color to (#00ffd8)\nend\nif <[end] = (t)> then\n set pen (color v) to ((timer) * (10))\nend\nif <[bounce] = (t)> then\n set pen color to (#ffe900)\nend\nif <[lava] = (t)> then\n set pen (color v) to ((([cos v] of (((timer) - (3)) * (100)) ) * (2)) - (-3))\nend\nif <[front] = (t)> then\n set pen color to (#dac700)\nend\nif <[gravity] = (t)> then\n set pen color to (#ff9400)\nend\nif <((z) + ((zl) / (2))) < (cam z)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam z) < ((z) - ((zl) / (2)))> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((x) + ((xl) / (2))) < (cam x)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <(cam x) < ((x) - ((xl) / (2)))> then\n Draw square ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((y) + ((yl) / (2))) < (cam y)> then\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)))\nend\nif <(cam y) < ((y) - ((yl) / (2)))> then\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)))\nend\n\nwhen flag clicked\nbroadcast (Intro 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] [50] [50] type: [green]\n Add Cube [0] [50] [50] lengths [50] [50] [50] type: [green]\n Add Cube [0] [50] [200] lengths [50] [50] [50] type: [green]\n Add Cube [0] [50] [400] lengths [50] [50] [50] type: [green]\n Add Cube [0] [50] [500] lengths [50] [50] [50] type: [bounce]\n Add Cube [0] [150] [600] lengths [50] [50] [50] type: [green]\n Add Cube [0] [150] [800] lengths [50] [50] [100] type: [green]\n Add Cube [0] [200] [900] lengths [50] [50] [50] type: [end]\nend\nif <[2] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [100] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [300] lengths [50] [50] [50] type: [bounce]\n Add Cube [0] [150] [400] lengths [50] [50] [50] type: [bounce]\n Add Cube [0] [300] [500] lengths [50] [50] [50] type: [green]\n Add Cube [0] [300] [550] lengths [50] [50] [50] type: [lava]\n Add Cube [0] [300] [600] lengths [50] [50] [50] type: [green]\n Add Cube [0] [300] [650] lengths [50] [50] [50] type: [lava]\n Add Cube [0] [300] [700] lengths [50] [50] [50] type: [green]\n Add Cube [0] [350] [800] lengths [50] [50] [50] type: [end]\nend\nif <[3] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [50] [50] type: [green]\n Add Cube [100] [0] [100] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [200] lengths [50] [50] [50] type: [green]\n Add Cube [0] [-50] [400] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [500] lengths [50] [50] [50] type: [green]\n Add Cube [0] [50] [650] lengths [50] [50] [50] type: [green]\n Add Cube [0] [100] [800] lengths [50] [50] [50] type: [green]\n Add Cube [0] [-100] [1000] lengths [50] [50] [50] type: [green]\n Add Cube [0] [-50] [1100] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [1200] lengths [50] [50] [50] type: [green]\n Add Cube [0] [40] [1230] lengths [50] [25] [15] type: [lava]\n Add Cube [0] [0] [1270] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [1350] lengths [50] [50] [50] type: [bounce]\n Add Cube [0] [0] [1500] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [1700] lengths [50] [50] [50] type: [end]\nend\nif <[4] = (_Level)> then\n Add Cube [0] [0] [0] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [100] lengths [50] [50] [50] type: [front]\n Add Cube [0] [0] [300] lengths [50] [50] [50] type: [green]\n Add Cube [0] [0] [400] lengths [50] [50] [50] type: [bounce]\n Add Cube [0] [100] [500] lengths [50] [50] [50] type: [front]\n Add Cube [0] [100] [800] lengths [50] [50] [50] type: [front]\n Add Cube [0] [150] [900] lengths [50] [50] [50] type: [lava]\n Add Cube [-50] [100] [800] lengths [50] [50] [50] type: [green]\n Add Cube [-50] [100] [900] lengths [50] [50] [50] type: [green]\n Add Cube [0] [100] [950] lengths [50] [50] [50] type: [green]\n Add Cube [100] [100] [1100] lengths [50] [50] [50] type: [green]\n Add Cube [0] [-100] [1300] lengths [50] [50] [50] type: [green]\n Add Cube [0] [-50] [1400] lengths [50] [50] [50] type: [end]\nend\nif <[5] = (_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 [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> 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 [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> then\n change [player y v] by (1)\n Detect\n if <[touching? v] contains [green]?> 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\nif <[touching? v] contains [gravity]?> then\n set [_gravity v] to ((-1) * (_Gravity))\n change [player y v] by ((-10) * (_Gravity))\n set [player y vel. v] to [0]\nend\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 [green]?> 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)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x) (y2) (z)\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)\nchange pen (brightness v) by (-10)\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)\nchange pen (brightness v) by (10)\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 (#3593ff)\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) + ((125) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\n set [cam y v] to ((Player y) + ((125) * (([sin v] of (Rotation Y) ) * (-1))))\n set [cam z v] to ((Player z) + ((((125) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nend\n\nwhen I receive [end v]\nerase all\ngo to x: (0) y: (0)\nset pen color to (#3493ff)\nset pen size to (600)\npen down\npen up\nset pen color to (#65ff00)\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 (111111111111)\n\n
NEW GAME!\nhttps://scratch.mit.edu/projects/412639926/\n\nCurated on August 2nd, thanks so much @1xluver1!\nFOLLOW FOR MORE!!!!!!\n100% possible\nWasd to move\nArrow keys to change perspective\nPress space to jump\nYou can use the engine, just give credit\nPlay on forkphorus for less lag\nhttps://forkphorus.github.io/#414603023\nor\nhttps://turbowarp.github.io/player.html#414603023\n\nAdded Intro!\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\n\n\n\n#games #ALL #3d #trending #fpc #curated #awesome\nhello #popular
☁ Journey || A Multiplayer Scrolling Platformer ☁
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Blank\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]\nset [checkpoint v] to [false]\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 (platform 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 (CHECKPOINT-X)\nset [y v] to (CHECKPOINT-Y)\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to (CHECKPOINT-X)\nset [scroll y v] to (CHECKPOINT-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\nbroadcast (game-win v)\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 <[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) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\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 <(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\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\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 (-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 (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\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 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\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <<touching (trophie v)?> and <([costume # v] of [trophie v]) = [14]>> then\n Game-Win\n end\nend\n\n@Opponents\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 broadcast (full v)\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 (join (player #) (join [:] (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\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@Platform\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\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\nset [check v] to [0]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((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 [-10]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [-10]\n CLONE AT X [360] Y [0]\nend\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@Trophie\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\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\nforever\n if <touching (player v)?> then\n broadcast (game-win v)\n end\nend\n\n@Connecting...\n\nwhen flag clicked\nbroadcast (joining v)\n\nwhen I receive [joined v]\nswitch costume to (costume3 v)\nwait (1) seconds\nhide\n\nwhen I receive [joining v]\nshow\ngo to x: (170) y: (140)\nswitch costume to (costume2 v)\nswitch costume to (costume4 v)\nset y to (136)\nwait (.75) seconds\nswitch costume to (costume5 v)\nset y to (132)\nwait (.75) seconds\nswitch costume to (costume2 v)\nset y to (140)\nwait (.75) seconds\nswitch costume to (costume4 v)\nset y to (136)\nwait (.75) seconds\nswitch costume to (costume2 v)\nset y to (136)\nbroadcast (joined v)\n\nwhen I receive [full v]\nswitch costume to (costume1 v)\nwait (1) seconds\nhide\n\n@Checkpoint2\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 go to [front v] layer\n switch costume to (flag v)\n Clone at x: [2712] y: [40]\n Clone at x: ((360) * (11)) y: [0]\nend\nset [x v] to [100000000000000]\nset [y v] to [0]\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (player v)?> then\n set [checkpoint-x v] to (x)\n set [checkpoint-y v] to (y)\n end\n if <<(CHECKPOINT-Y) = (y)> and <(CHECKPOINT-X) = (x)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nshow\nset size to (140) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint-x v] to [0]\nset [checkpoint-y v] to [0]\n\n@Sprite1\n\nwhen I receive [game-win v]\nshow\ngo to [front v] layer\niujygfthyujybgvrfcbtnyhbtgrvbtynjhb\n\nwhen flag clicked\nhide\n\ndefine iujygfthyujybgvrfcbtnyhbtgrvbtynjhb\nrepeat until <(timer) > [.00000000000000001]>\n set [color v] effect to (0)\n wait (.04) seconds\n set [color v] effect to (54)\n wait (.04) seconds\n set [color v] effect to (125)\n wait (.04) seconds\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen [timer v] > (.00000000001)\nshow\n\n
⚠WARNING!⚠ this project contains bright and flashing lights. if you have epilepsy, don't view this project but you can still love and fave. and follow.\n\nbtw click the flag twice
REMIXABLE 360 PLATFORMER ENGINE!
@Stage\n\n@this\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <[-25] > (cam x)> then\n change [cam x v] by (((-25) - (cam x)) * (0.05))\n else\n change [cam x v] by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(cam x) > [25]> then\n change [cam x v] by (((25) - (cam x)) * (0.05))\n else\n change [cam x v] by (1)\n end\n end\n if <not <<<key (right arrow v) pressed?> and <(r) = [0]>> or <<key (left arrow v) pressed?> and <(l) = [0]>>>> then\n change [cam x v] by (((0) - (cam x)) * (0.05))\n end\n broadcast (lag free cam set v)\nend\n\nwhen I receive [play v]\nshow\npoint in direction (90)\ngo to x: (0) y: (-600)\nSet hack size to [500]\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (0.75)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n change [d vel v] by (-0.2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> 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 if <(direction) = [154]> then\n broadcast (win v) and wait\n stop [this script v]\n end\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 (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(u) = [1]>> then\n start sound [Jump v]\n set [y vel v] to [-14]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\n@player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (enemy v)?> then\n create clone of (_myself_ v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n broadcast (respawn v) and wait\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [play v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> then\n switch costume to (left v)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(u) = [1]>>> then\n switch costume to (up v)\n end\n if <<<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <<(u) = [1]> and <(r) = [1]>>> then\n switch costume to (up and right v)\n end\n if <<<<key (w v) pressed?> and <key (a v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<(l) = [1]> and <(u) = [1]>>> then\n switch costume to (up and left v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (respawn v) and wait\nbroadcast (play v)\n\nwhen I receive [play v]\nshow\nwait until <<([direction v] of [this v]) < [155]> and <([direction v] of [this v]) > [140]>>\nbroadcast (win v) and wait\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\n@Win\n\nwhen I receive [win v]\nset [won v] to [1]\nstop all sounds\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nforever\n play sound [best dramatic music ever!! v] until done\nend\n\nwhen flag clicked\nset [won v] to [0]\nforever\n if <not <(won) = [1]>> then\n play sound [best dramatic music ever!! v] until done\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nstart sound [Ding - Sound Effect \[HD\] v]\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@Remember\n\nwhen flag clicked\nhide\nwait (7) seconds\nstart sound [Ding - Sound Effect \[HD\] v]\ngo to x: (0) y: (85)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nglide (1) secs to x: (0) y: (85)\nhide\n\n
Explorer | A Mobile friendly Platformer | A Collab with @qwerty1456
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <(LEVEL) = [7]>\nnext backdrop\nwait until <(LEVEL) = [12]>\nnext backdrop\n\n@Nothing\n\n@Platform\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (LEVEL)\nend\n\n@Danger\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (LEVEL)\nend\n\n@Trampoline\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (LEVEL)\nend\n\n@Level\n\nwhen I receive [new level v]\nset size to (100) %\nrepeat (10)\n change size by (-10)\nend\nnext costume\nrepeat (10)\n change size by (10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\n\n@Mute - button\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(volume) = [100]> then\n set volume to (0) %\n switch costume to (costume2 v)\n else\n set volume to (100) %\n switch costume to (costume1 v)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Monody v] until done\n play sound [Open Secrets v] until done\n play sound [tobu candyland v] until done\nend\n\n@Pause - button\n\nwhen flag clicked\nset [game v] to [1]\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [game v] to [0]\n switch costume to (costume2 v)\n wait (0.5) seconds\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [game v] to [1]\n switch costume to (costume1 v)\n wait (0.5) seconds\n end\nend\n\n@Reset - button\n\nwhen flag clicked\nset [game v] to [1]\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (RESET v)\n wait (1) seconds\n end\nend\n\n@Skip - button\n\nwhen flag clicked\nwait (0.01) seconds\nshow\nset [game v] to [1]\nswitch costume to (costume1 v)\nforever\n if <(LEVEL) < [15]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (SKIP v)\n wait (1) seconds\n end\n end\n if <not <(LEVEL) < [15]>> then\n hide\n end\nend\n\n@Shoot - button\n\nwhen flag clicked\nset [game v] to [1]\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (SHOOT v)\n wait until <not <mouse down?>>\n end\nend\n\n@Accessoires\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nwait until <(LEVEL) = [7]>\nnext costume\nwait until <(LEVEL) = [12]>\nnext costume\n\n@Player\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (0)\nforever\n if <(GAME) = [1]> then\n platformer physics [1] [0.9] [15]\n end\n set [player x position v] to (x position)\n set [player y position v] to (y position)\nend\n\ndefine platformer physics (speed) (friction) (jump height)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n point in direction (90)\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (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 ((x vel) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n if <(x vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (y vel)\nif <touching (platform v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n change [y vel v] by (jump height)\n end\nend\nchange y by (1)\nif <<touching (danger v)?> or <touching (enemie v)?>> then\n go to x: (-215) y: (0)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\nif <<(x position) > [230]> and <touching (_edge_ v)?>> then\n go to x: (-215) y: (0)\n set [x vel v] to [0]\n set [y vel v] to [0]\n change [level v] by (1)\n broadcast (NEW LEVEL v)\nend\nif <touching (trampoline v)?> then\n set [y vel v] to [20]\nend\n\nwhen I receive [skip v]\ngo to x: (-215) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\nchange [level v] by (1)\nbroadcast (NEW LEVEL v)\n\nwhen I receive [reset v]\ngo to x: (-215) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nwait until <(LEVEL) = [7]>\nnext costume\nwait until <(LEVEL) = [12]>\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nrepeat until <[6] < (LEVEL)>\n if <(GAME) = [1]> then\n create clone of (_myself_ v)\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (50) to (80))\nshow\nswitch costume to (pick random (1) to (4))\ngo to x: (-240) y: (pick random (0) to (180))\nglide (pick random (5) to (10)) secs to x: (260) y: (y position)\ndelete this clone\n\n@Enemie\n\nwhen flag clicked\nshow\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (215) y: (0)\nforever\n if <(GAME) = [1]> then\n platformer physics [1] [0.6] [10]\n end\nend\n\ndefine platformer physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <(PLAYER X POSITION) > (x position)> then\n point in direction (90)\n change [x vel v] by (speed)\nend\nif <(x position) > (PLAYER X POSITION)> then\n point in direction (-90)\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (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 (8)\n change x by ((x vel) * (-1))\n if <(PLAYER Y POSITION) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (y vel)\nif <touching (platform v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <touching (platform v)?> then\n if <(PLAYER Y POSITION) > (y position)> then\n change [y vel v] by (jump height)\n end\nend\nchange y by (1)\nif <touching (weapon v)?> then\n go to x: (215) y: (0)\n set [x vel v] to [0]\n set [y vel v] to [0]\n hide\nend\nif <touching (trampoline v)?> then\n set [y vel v] to [20]\nend\n\nwhen I receive [skip v]\ngo to x: (215) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [reset v]\nshow\ngo to x: (215) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [new level v]\nshow\ngo to x: (215) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\n@Weapon\n\nwhen flag clicked\nhide\nforever\n go to (player v)\n if <(GAME) = [1]> then\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n repeat until <not <key (space v) pressed?>>\n go to (player v)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <<<touching (enemie v)?> or <touching (platform v)?>> or <<touching (danger v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [shoot v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to (player v)\n if <(GAME) = [1]> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\nend\n\n
☁︎Elements || A Mobile friendly Cloud Platformer Collab V 2.1 #Games #Music #All #Art #Multiplayer
@Stage\n\nwhen flag clicked\nforever\n set [oldgloballocation v] to (Global: Location)\n wait until <not <(Global: Location) = (OldGlobalLocation)>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch backdrop to (Global: Location)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (1 v)\nnext backdrop\nset [global: # of backdrops v] to [1]\nrepeat until <(backdrop [name v]) = [1]>\n change [global: # of backdrops v] by (1)\n next backdrop\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Heroes.mp3 v] until done\nend\n\nwhen I receive [gf v]\nplay sound [Smashing-Yuri_Santana-1233262689 v] until done\n\n@Blank\n\nwhen flag clicked\n\n@LocalPlayer [You]\n\nwhen flag clicked\nforever\n set [global: localx v] to (round (x position))\n set [global: localy v] to (round (y position))\n wait until <<not <(Global: LocalX) = (x position)>> or <not <(Global: LocalY) = (y position)>>>\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\nwait until <(Global:Network Connected) = [1]>\nshow\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Global:Network Connected) = [1]>\nset [global: location v] to [1]\nset [global: cycling backgrounds v] to [1]\nforever\n if <(x position) > [200]> then\n if <((Global: Location) + (1)) = ((Global: # of Backdrops) + (1))> then\n if <(Global: Cycling Backgrounds) = [1]> then\n go to x: (0) y: (0)\n set [global: location v] to [1]\n end\n else\n go to x: (0) y: (0)\n change [global: location v] by (1)\n end\n end\n if <(x position) < [-200]> then\n if <((Global: Location) - (1)) = [0]> then\n if <(Global: Cycling Backgrounds) = [1]> then\n go to x: (0) y: (0)\n set [global: location v] to (Global: # of Backdrops)\n end\n else\n go to x: (0) y: (0)\n change [global: location v] by (-1)\n end\n end\n wait (1) seconds\nend\n\nset [global: cycling backgrounds v] to [0]\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\nwhen flag clicked\nforever\n set size to (150) %\nend\n\nwhen I receive [boost v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (4)\n end\nend\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair 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 [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [sy v] by (1.9)\n if <key (up arrow v) pressed?> then\n change [sy v] by (1)\n end\n end\nend\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 ask [type something to chat] and wait\n set [chat v] to [5]\n say (answer)\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 flag clicked\nforever\n play sound [Vexento - Pixel Party.mp3 v] until done\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [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\nwhen flag clicked\nset [player level v] to [0]\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n broadcast (h v)\n GAME - DIE\n end\nend\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\nset size to (170) %\nclear graphic effects\nchange [player level v] by (1)\nchange [level v] by (1)\nbroadcast (level v)\ngo to x: (-212) y: (-57)\nwait (1) seconds\n\ndefine TICK\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(inair) < [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\nif <(SCROLL X) < [0]> then\nif <[2649] < (SCROLL X)> then\nif <(SCROLL Y) < [0]> then\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nforever\n if <(x position) > [244]> then\n Game-Win\n end\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n if <key (t v) pressed?> then\n Chat\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <not <key (t v) pressed?>>\n end\nend\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 GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\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 (-18)\n if <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <key (up arrow v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [4]\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 Position\ngo to x: ((x) - (159)) y: ((y) - (-46))\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 end\n end\n end\n end\n end\n end\n end\nend\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]\nwait (5) seconds\nswitch backdrop to (blank v)\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 [wind v]\nchange [sx v] by (pick random (.2) 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\nwhen flag clicked\n\nwhen flag clicked\n\n\n change [sx v] by (1)\nend\n\n\n change [sx v] by (-1)\nend\n\nforever\n\nforever\n\nwhen flag clicked\nif <touching (danger v)?> then\n\nwhen I receive [h v]\nplay sound [Oops v] until done\n\nwhen I receive [blue ninja v]\nswitch costume to (ninja v)\n\nwhen flag clicked\nswitch costume to (normal v)\n\nwhen I receive [cool logo 1 v]\nswitch costume to (cool logo 1 v)\n\nwhen I receive [other cool logo v]\nswitch costume to (cool logo 2 v)\n\nwhen I receive [cow boy v]\nswitch costume to (cow boy v)\n\nwhen flag clicked\nforever\n Chat\nend\n\nset [chat v] to [2]\nsay (item (Chat) of [chat v])\nwait (2) seconds\nsay []\nset [chat v] to [0]\n\nwhen I receive [alien v]\nswitch costume to (costume3 v)\n\nwhen I receive [alien v]\nforever\n if <<(costume [name v]) = [costume1]> or <<(costume [name v]) = [costume2]> or <<(costume [name v]) = [costume4]> or <(costume [name v]) = [costume3]>>>> then\n switch costume to (costume3 v)\n wait (.0001) seconds\n next costume\n wait (.01) seconds\n next costume\n wait (.01) seconds\n next costume\n wait (.1) seconds\n switch costume to (costume3 v)\n wait (3) seconds\n end\nend\n\n@Online Player [Other]\n\ndefine Create Clones\nset [count v] to [1]\nrepeat until <(Count) > (length of [used slots v])>\n set [cloudplayer: clone id v] to (item (Count) of [used slots v])\n create clone of (_myself_ v)\n change [count v] by (1)\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nset [local clone id v] to (CloudPlayer: Clone ID)\nset [placeholder v] to [-000]\nwait until <(length of [positionx v]) > [0]>\ngo to x: (item (Local Clone ID) of [positionx v]) y: (item (Local Clone ID) of [positiony v])\nshow\nforever\n glide (([sqrt v] of ((((x position) - (item (Local Clone ID) of [positionx v])) * ((x position) - (item (Local Clone ID) of [positionx v]))) + (((y position) - (item (Local Clone ID) of [positiony v])) * ((y position) - (item (Local Clone ID) of [positiony v])))) ) / (250)) secs to x: (item (Local Clone ID) of [positionx v]) y: (item (Local Clone ID) of [positiony v])\n set [oldposx v] to (item (Local Clone ID) of [positionx v])\n set [oldposy v] to (item (Local Clone ID) of [positiony v])\n wait until <<not <(item (Local Clone ID) of [positionx v]) = (OldPosX)>> or <not <(item (Local Clone ID) of [positiony v]) = (OldPosY)>>>\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <<(Global:Network Connected) = [1]> and <(length of [used slots v]) > [0]>>\nCreate Clones\nforever\n set [oldplayersonline v] to (Global: Players Online)\n wait until <<not <(OldPlayersOnline) = (Global: Players Online)>> and <((length of [used slots v]) + (1)) = (Global: Players Online)>>\n broadcast (Delete Clones v)\n Create Clones\nend\n\nwhen I start as a clone\nforever\n say (item (Local Clone ID) of [global: usernames v])\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(item (Local Clone ID) of [global: locations v]) = (Global: Location)> then\n show\n else\n hide\n end\n wait (0.5) seconds\nend\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\nwhen I receive [start v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\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 [start 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 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 (join (player #) (join [:] (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\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 end\n end\n end\n end\n end\n end\n end\nend\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@MessageBox\n\nwhen flag clicked\nset [messages: clone id v] to [0]\nset [messages: isplaying v] to [0]\nhide\ngo to x: (-125) y: (153)\n\nwhen I start as a clone\nset [local clone id v] to (Message #)\nset [message # v] to [0]\ngo to x: (-125) y: ((153) - ((49) * ((Messages: Clone ID) - (1))))\nswitch costume to (Local Clone ID)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <(OnDebugList) = [1]> then\n wait until <(Messages: isPlaying) = [0]>\n set [messages: isplaying v] to [1]\n play sound (Local Clone ID) until done\n set [messages: isplaying v] to [0]\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [messages: clone id v] by (-1)\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Message #) = [2]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n wait (4) seconds\n stop [all v]\n end\n if <(Message #) = [3]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [4]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [5]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [6]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [7]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <<(Message #) = [8]> and <(OnDebugList) = [1]>> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <<(Message #) = [9]> and <(OnDebugList) = [1]>> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [10]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [11]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\n if <(Message #) = [12]> then\n change [messages: clone id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\n@NetworkManager\n\ndefine Clear Empty Slots\nif <<(length of [emptyslots v]) = (length of (☁ Watchdog))> and <(length of (☁ Watchdog)) > [10]>> then\n set [global: players online v] to [0]\n set [☁ watchdog v] to [0000000000]\n set [☁ position v] to [00000000000000000000000000000000000000000000000000000000000000000000000000000000]\n if <(Global: NetworkDebugMode) = [1]> then\n say [Cleared Empty Slots] for (2) seconds\n delete (all) of [emptyslots v]\n add [1] to [emptyslots v]\n end\nelse\n if <(Global: NetworkDebugMode) = [1]> then\n say [Unable to Clear Empty Slots \(Player\(s\) Already Online\)] for (2) seconds\n end\nend\n\ndefine None\nset [networkmanager: playersonlinetemp v] to [0]\nset [networkmanager: onlinecounterglobal v] to [1]\nEmpty Slots --> Unused Slots\nUsed Slots --> Global Used Slots\ndelete (all) of [emptyslots v]\ndelete (all) of [temptimerlist v]\ndelete (all) of [tempwatchdog2list v]\ndelete (all) of [used slots v]\nset [networkmanager: players online individal done v] to (length of (☁ Watchdog))\nrepeat until <(NetworkManager: OnlineCounterGlobal) > (length of (☁ Watchdog))>\n add [thing] to [temptimerlist v]\n add [thing] to [tempwatchdog2list v]\n set [networkmanager: proceed v] to [0]\n change [networkmanager: onlinecounterglobal v] by (1)\n create clone of (_myself_ v)\n wait until <(NetworkManager: Proceed) = [1]>\nend\nwait until <(NetworkManager: Players Online Individal Done) = [0]>\nset [global: players online v] to (NetworkManager: PlayersOnlineTemp)\n\nwhen I start as a clone\nset [onlinecounterprivate v] to ((NetworkManager: OnlineCounterGlobal) - (1))\nset [networkmanager: proceed v] to [1]\nreplace item (OnlineCounterPrivate) of [tempwatchdog2list v] with (☁ Watchdog)\nreplace item (OnlineCounterPrivate) of [temptimerlist v] with (timer)\nwait until <<not <(length of (item (OnlineCounterPrivate) of [tempwatchdog2list v])) = (length of (☁ Watchdog))>> or <<not <(letter (OnlineCounterPrivate) of (item (OnlineCounterPrivate) of [tempwatchdog2list v])) = (letter (OnlineCounterPrivate) of (☁ Watchdog))>> or <(timer) > ((item (OnlineCounterPrivate) of [temptimerlist v]) + (NoPlayerTimeout))>>>\nif <(timer) > ((item (OnlineCounterPrivate) of [temptimerlist v]) + (NoPlayerTimeout))> then\n add (OnlineCounterPrivate) to [emptyslots v]\n if <<(Global: NetworkDebugMode) = [1]> and <(include debug) = [true]>> then\n say (join [No player in Slot ] (OnlineCounterPrivate)) for (2) seconds\n end\nelse\n if <not <(OnlineCounterPrivate) = (Global: Player ID)>> then\n add (OnlineCounterPrivate) to [used slots v]\n end\n if <<<not <[global: used slots v] contains (OnlineCounterPrivate)?>> and <not <(OnlineCounterPrivate) = (Global: Player ID)>>> and <(Global:Network Connected) = [1]>> then\n change [global: players online v] by (1)\n end\n change [networkmanager: playersonlinetemp v] by (1)\n if <<(Global: NetworkDebugMode) = [1]> and <(include debug) = [true]>> then\n say (join [Player in Slot ] (OnlineCounterPrivate)) for (2) seconds\n end\nend\nchange [networkmanager: players online individal done v] by (-1)\ndelete this clone\n\ndefine Verify Slot Added\nif <(length of (☁ Watchdog)) < (WatchdogSlot)> then\n if <(Global: NetworkDebugMode) = [1]> then\n say [Failure to join.. Trying again] for (2) seconds\n end\n broadcast (Ingame Counter v)\n set [☁ watchdog v] to (join (☁ Watchdog) [0])\nend\nif <(length of (☁ Position)) < ((WatchdogSlot) * (8))> then\n if <(Global: NetworkDebugMode) = [1]> then\n say [Failure to join.. Trying again] for (2) seconds\n end\n broadcast (Ingame Counter v)\n set [☁ position v] to (join (☁ Position) [00000000])\nend\n\nwhen I receive [ingame counter v]\nwait (5) seconds\nset [global:network connected v] to [1]\n\nwhen I receive [update players online loop v]\nset [noplayertimeout v] to [20]\nforever\n Update Players Online (NoPlayerTimeout) [false]\nend\n\nwhen I receive [verify slot added loop v]\nforever\n Verify Slot Added\n wait (1) seconds\nend\n\ndefine Watchdog List --> Variable\nset [tempwatchdog v] to []\nset [watchdogcounter v] to [1]\nrepeat until <(WatchdogCounter) > (length of [watchdog v])>\n set [tempwatchdog v] to (join (TempWatchdog) (item (WatchdogCounter) of [watchdog v]))\n change [watchdogcounter v] by (1)\nend\nset [☁ watchdog v] to (TempWatchdog)\n\ndefine Used Slots --> Global Used Slots\nif <(length of [global: used slots v]) > (length of [used slots v])> then\n repeat until <(length of [global: used slots v]) = (length of [used slots v])>\n delete (last) of [global: used slots v]\n end\nend\nif <(length of [global: used slots v]) < (length of [used slots v])> then\n repeat until <(length of [global: used slots v]) = (length of [used slots v])>\n add [] to [global: used slots v]\n end\nend\nset [usedslots count v] to [1]\nrepeat until <(UsedSlots Count) = ((length of [used slots v]) + (1))>\n replace item (UsedSlots Count) of [global: used slots v] with (item (UsedSlots Count) of [used slots v])\n change [usedslots count v] by (1)\nend\n\nwhen flag clicked\nset [global:network connected v] to [0]\nset [global: players online v] to [Loading...]\nset [watchdogslot v] to [0]\nforever\n set [global: player id v] to (WatchdogSlot)\n wait (1) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Global:Network Connected) = [1]>\nforever\n set [usedslotslength v] to (length of [used slots v])\n set [oldusedslotslength v] to (length of [used slots v])\n set [oldtimer v] to (timer)\n wait until <not <(UsedSlotsLength) = (OldUsedSlotsLength)>>\n change [global: players online v] by (1)\nend\n\ndefine Find Watchdog Slot\nset [watchdogslot v] to [0]\nif <(length of [emptyslots v]) > [0]> then\n set [global:network connected v] to [1]\n if <(Global: NetworkDebugMode) = [1]> then\n say [Joining Watchdog via Unused Slot] for (2) seconds\n end\n set [watchdogslot v] to (item (1) of [emptyslots v])\nelse\n broadcast (Ingame Counter v)\n if <(Global: NetworkDebugMode) = [1]> then\n say [Joining Watchdog via Adding Slot] for (2) seconds\n end\n set [watchdogslot v] to ((length of (☁ Watchdog)) + (1))\n set [☁ watchdog v] to (join (☁ Watchdog) [0])\n set [☁ position v] to (join (☁ Position) [00000000])\nend\nrepeat (2)\n Watchdog Variable --> List\n if <(item (WatchdogSlot) of [watchdog v]) = [1]> then\n replace item (WatchdogSlot) of [watchdog v] with [0]\n else\n replace item (WatchdogSlot) of [watchdog v] with [1]\n end\n Watchdog List --> Variable\n wait (1) seconds\nend\n\nwhen flag clicked\nset [global: dontcreateclones v] to [0]\nset [noplayertimeout v] to [15]\nset [message # v] to [4]\nUpdate Players Online (NoPlayerTimeout) [true]\nchange [global: players online v] by (1)\nClear Empty Slots\nFind Watchdog Slot\nbroadcast (Verify Slot Added Loop v)\nbroadcast (Update Players Online Loop v)\nUpdate Watchdog (2)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Global:Network Connected) = [1]>\nset [message # v] to [5]\nset [global: updatepos v] to [1]\n\ndefine Watchdog Variable --> List\nif <(length of (☁ Watchdog)) = (length of [watchdog v])> then\n set [watchdogcounter v] to [1]\n repeat until <(WatchdogCounter) > (length of (☁ Watchdog))>\n replace item (WatchdogCounter) of [watchdog v] with (letter (WatchdogCounter) of (☁ Watchdog))\n change [watchdogcounter v] by (1)\n end\nelse\n if <(length of (☁ Watchdog)) > (length of [watchdog v])> then\n repeat until <(length of (☁ Watchdog)) = (length of [watchdog v])>\n add [thing] to [watchdog v]\n end\n end\n if <(length of (☁ Watchdog)) < (length of [watchdog v])> then\n repeat until <(length of (☁ Watchdog)) = (length of [watchdog v])>\n delete (last) of [watchdog v]\n end\n end\n Watchdog Variable --> List\nend\n\nwhen flag clicked\nwait until <(Global:Network Connected) = [1]>\nset [oldplayersonline v] to (Global: Players Online)\nforever\n wait until <not <(Global: Players Online) = (OldPlayersOnline)>>\n if <(Global: Players Online) > (OldPlayersOnline)> then\n set [message # v] to [6]\n set [global: updatepos v] to [1]\n broadcast (Confirm Username in TempData v)\n else\n set [message # v] to [7]\n end\n set [oldplayersonline v] to (Global: Players Online)\nend\n\ndefine Empty Slots --> Unused Slots\ndelete (all) of [global: unused slots v]\nset [emptyslots count v] to [1]\nrepeat until <(EmptySlots Count) = ((length of [emptyslots v]) + (1))>\n add (item (EmptySlots Count) of [emptyslots v]) to [global: unused slots v]\n change [emptyslots count v] by (1)\nend\n\ndefine None\nset [oldtimerwatchdog v] to (timer)\nforever\n if <(timer) > ((OldTimerWatchdog) + (pick random (20) to (60)))> then\n set [message # v] to [8]\n wait (3) seconds\n Watchdog Variable --> List\n set [oldtimerwatchdog v] to (timer)\n set [oldwatchdogvalue v] to (item (WatchdogSlot) of [watchdog v])\n set [oldtimerwatchdogwait v] to (timer)\n repeat until <<not <(OldWatchdogValue) = (item (WatchdogSlot) of [watchdog v])>> or <(timer) > ((OldTimerWatchdogWait) + ((delay) * (3)))>>\n Watchdog Variable --> List\n end\n if <(OldWatchdogValue) = (item (WatchdogSlot) of [watchdog v])> then\n set [message # v] to [9]\n else\n set [message # v] to [10]\n wait until <(Message #) = [0]>\n set [message # v] to [4]\n Update Players Online (NoPlayerTimeout) [true]\n Find Watchdog Slot\n set [message # v] to [5]\n set [global: updatepos v] to [1]\n end\n else\n Watchdog Variable --> List\n if <(item (WatchdogSlot) of [watchdog v]) = [1]> then\n replace item (WatchdogSlot) of [watchdog v] with [0]\n else\n replace item (WatchdogSlot) of [watchdog v] with [1]\n end\n Watchdog List --> Variable\n wait (delay) seconds\n end\nend\n\n@PositionManager\n\nwhen flag clicked\nset [global: updatepos v] to [0]\nset [wait v] to [0]\nset [wait2 v] to [0]\nset [global: ingame v] to [0]\nwait (1) seconds\n\ndefine Translate Position\nset [position2count v] to [1]\nset [position2count2 v] to [1]\nrepeat until <(length of [position2 v]) = (length of [position v])>\n if <(length of [position2 v]) > (length of [position v])> then\n delete (last) of [position2 v]\n end\n if <(length of [position2 v]) < (length of [position v])> then\n add [0] to [position2 v]\n end\nend\nrepeat until <(Position2Count) > (length of [position v])>\n if <(Position2Count2) = [1]> then\n if <(item (Position2Count) of [position v]) = [0]> then\n replace item (Position2Count) of [position2 v] with [-]\n end\n if <(item (Position2Count) of [position v]) = [1]> then\n replace item (Position2Count) of [position2 v] with [0]\n end\n else\n replace item (Position2Count) of [position2 v] with (item (Position2Count) of [position v])\n end\n change [position2count v] by (1)\n change [position2count2 v] by (1)\n if <(Position2Count2) = [5]> then\n set [position2count2 v] to [1]\n end\nend\n\nset [☁ position v] to [00000000]\n\ndefine Condense Position2\nrepeat until <(length of [position3 v]) = ((length of [position2 v]) / (4))>\n if <(length of [position3 v]) > ((length of [position2 v]) / (4))> then\n delete (last) of [position3 v]\n end\n if <(length of [position3 v]) < ((length of [position2 v]) / (4))> then\n add [-000] to [position3 v]\n end\nend\nset [position3count v] to [1]\nrepeat until <(Position3Count) > (length of [position3 v])>\n replace item (Position3Count) of [position3 v] with []\n change [position3count v] by (1)\nend\nset [position3count v] to [1]\nrepeat until <(Position3Count) > (length of [position3 v])>\n set [position3count2 v] to [1]\n repeat until <(Position3Count2) > [4]>\n replace item (Position3Count) of [position3 v] with (join (item (Position3Count) of [position3 v]) (item ((((Position3Count) - (1)) * (4)) + (Position3Count2)) of [position2 v]))\n change [position3count2 v] by (1)\n end\n change [position3count v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nPosition Variable --> List\n\nset [wait v] to [0]\n\nif <not <((length of [position v]) mod (8)) = [0]>> then\n go to [front v] layer\n switch costume to (costume2 v)\n stop [all v]\nend\n\nPosition Variable --> List\n\nset [position updated v] to [0]\n\nwhen flag clicked\ndelete (all) of [positionx v]\ndelete (all) of [positiony v]\nwait (1) seconds\nwait until <(Global:Network Connected) = [1]>\nforever\n Position Variable --> List\n Translate Position\n Condense Position2\n Position3 --> PositionX & PositionY\n set [oldposition v] to (☁ Position)\n wait until <not <(☁ Position) = (OldPosition)>>\nend\n\ndefine LocalY Variable --> List\nset [localycounter v] to [1]\ndelete (all) of [localylist v]\nrepeat until <(LocalYCounter) > (length of (Global: LocalY))>\n add (letter (LocalYCounter) of (Global: LocalY)) to [localylist v]\n change [localycounter v] by (1)\nend\nif <(item (1) of [localylist v]) = [-]> then\n replace item (1) of [localylist v] with [0]\nelse\n insert [1] at (1) of [localylist v] \nend\nrepeat until <(length of [localylist v]) = [4]>\n insert [0] at (2) of [localylist v] \nend\n\ndefine LocalX Variable --> List\nset [localxcounter v] to [1]\ndelete (all) of [localxlist v]\nrepeat until <(LocalXCounter) > (length of (Global: LocalX))>\n add (letter (LocalXCounter) of (Global: LocalX)) to [localxlist v]\n change [localxcounter v] by (1)\nend\nif <(item (1) of [localxlist v]) = [-]> then\n replace item (1) of [localxlist v] with [0]\nelse\n insert [1] at (1) of [localxlist v] \nend\nrepeat until <(length of [localxlist v]) = [4]>\n insert [0] at (2) of [localxlist v] \nend\n\ndefine Position3 --> PositionX & PositionY\nrepeat until <(length of [positionx v]) = ((length of [position3 v]) / (2))>\n if <(length of [positionx v]) < ((length of [position3 v]) / (2))> then\n add [-000] to [positionx v]\n end\n if <(length of [positionx v]) > ((length of [position3 v]) / (2))> then\n delete (last) of [positionx v]\n end\nend\nrepeat until <(length of [positiony v]) = ((length of [position3 v]) / (2))>\n if <(length of [positiony v]) < ((length of [position3 v]) / (2))> then\n add [-000] to [positiony v]\n end\n if <(length of [positiony v]) > ((length of [position3 v]) / (2))> then\n delete (last) of [positiony v]\n end\nend\nset [positionxycount v] to [1]\nset [positionxycount2 v] to [1]\nrepeat until <(PositionXYCount) > (length of [position3 v])>\n replace item (PositionXYCount2) of [positionx v] with (item (PositionXYCount) of [position3 v])\n change [positionxycount v] by (2)\n change [positionxycount2 v] by (1)\nend\nset [positionxycount v] to [2]\nset [positionxycount2 v] to [1]\nrepeat until <(PositionXYCount) > (length of [position3 v])>\n replace item (PositionXYCount2) of [positiony v] with (item (PositionXYCount) of [position3 v])\n change [positionxycount v] by (2)\n change [positionxycount2 v] by (1)\nend\n\ndefine None\nif <(first time) = [1]> then\n delete (all) of [verifypositionlist v]\n set [verifypositionlistcount v] to [1]\n wait until <(Position Variable --> List Done) = [1]>\n Position Variable --> List\n repeat until <(VerifyPositionListCount) > (length of [position v])>\n add (item (VerifyPositionListCount) of [position v]) to [verifypositionlist v]\n change [verifypositionlistcount v] by (1)\n end\nend\nset [oldtimer v] to (timer)\nset [positionupdatefail v] to [0]\nrepeat until <((OldTimer) + (5)) < (timer)>\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (0)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (0)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (1)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (1)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (2)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (2)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (3)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (3)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (4)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (4)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (5)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (5)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (6)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (6)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\n if <not <(letter ((((Global: Player ID) * (8)) - (7)) + (7)) of (☁ Position)) = (item ((((Global: Player ID) * (8)) - (7)) + (7)) of [verifypositionlist v])>> then\n set [positionupdatefail v] to [1]\n end\nend\nif <(PositionUpdateFail) = [1]> then\n Update Position\n Verify Updated Position (0)\nelse\n set [position updated v] to [1]\nend\n\ndefine Update Position\nwait until <(Position Variable --> List Done) = [1]>\nPosition Variable --> List\nLocalX Variable --> List\nLocalY Variable --> List\nreplace item ((((Global: Player ID) * (8)) - (7)) + (0)) of [position v] with (item (1) of [localxlist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (1)) of [position v] with (item (2) of [localxlist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (2)) of [position v] with (item (3) of [localxlist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (3)) of [position v] with (item (4) of [localxlist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (4)) of [position v] with (item (1) of [localylist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (5)) of [position v] with (item (2) of [localylist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (6)) of [position v] with (item (3) of [localylist v])\nreplace item ((((Global: Player ID) * (8)) - (7)) + (7)) of [position v] with (item (4) of [localylist v])\nPosition List --> Variable\n\ndefine Position List --> Variable\nset [tempposition v] to []\nset [positioncounter2 v] to [1]\nrepeat until <(PositionCounter2) > (length of [position v])>\n set [tempposition v] to (join (TempPosition) (item (PositionCounter2) of [position v]))\n change [positioncounter2 v] by (1)\nend\nset [☁ position v] to (TempPosition)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Global:Network Connected) = [1]>\nwait (1) seconds\nforever\n Update Position\n set [oldlocalx2 v] to (Global: LocalX)\n set [oldlocaly2 v] to (Global: LocalY)\n set [position updated v] to [0]\n Verify Updated Position (1)\n wait until <(Position Updated) = [1]>\n wait until <<<not <(OldLocalX2) = (Global: LocalX)>> or <not <(OldLocalY2) = (Global: LocalY)>>> or <(Global: UpdatePos) = [1]>>\n if <(Global: UpdatePos) = [1]> then\n set [global: updatepos v] to [0]\n end\nend\n\ndefine Position Variable --> List\nset [position variable --> list done v] to [0]\nset [positioncounter v] to [1]\nrepeat until <(length of [position v]) = (length of (☁ Position))>\n if <(length of [position v]) > (length of (☁ Position))> then\n delete (last) of [position v]\n end\n if <(length of [position v]) < (length of (☁ Position))> then\n add [0] to [position v]\n end\nend\nrepeat until <(PositionCounter) > (length of (☁ Position))>\n replace item (PositionCounter) of [position v] with (letter (PositionCounter) of (☁ Position))\n change [positioncounter v] by (1)\nend\nset [position variable --> list done v] to [1]\n\n@DebugManager\n\nwhen [d v] key pressed\nif <(OnDebugList) = [1]> then\n if <(DebugVisibility) = [1]> then\n set [debugvisibility v] to [0]\n HideDeubgVars\n else\n set [debugvisibility v] to [1]\n ShowDebugVars\n end\nend\n\nwhen flag clicked\nset [global:debug mode v] to [0]\nHideDeubgVars\nset [debugvisibility v] to [0]\nCheckDebuggerList\nwait (1) seconds\nif <(Global:Debug Mode) = [1]> then\n if <(OnDebugList) = [1]> then\n set [message # v] to [3]\n else\n set [message # v] to [2]\n end\nend\n\ndefine CheckDebuggerList\nset [x v] to [1]\nset [ondebuglist v] to [0]\nrepeat until <(x) > (length of [debuggers v])>\n if <(item (x) of [debuggers v]) = (username)> then\n set [ondebuglist v] to [1]\n set [debugvisibility v] to [1]\n ShowDebugVars\n stop [this script v]\n end\n change [x v] by (1)\nend\n\nwhen flag clicked\nset [message: not on db list v] to [0]\n\ndefine HideDeubgVars\nhide variable [☁ watchdog v]\nhide variable [☁ position v]\nhide variable [☁ tempdata v]\n\ndefine ShowDebugVars\nshow variable [☁ watchdog v]\nshow variable [☁ position v]\nshow variable [☁ tempdata v]\n\nwhen [s v] key pressed\n\n@TempDataManager\n\ndefine None\nif <not <(length of (☁ TempData)) = ((tempdataslots) * (Global: Players Online))>> then\n if <(Global: Players Online) = [1]> then\n set [slotcount v] to []\n repeat (tempdataslots)\n set [slotcount v] to (join (SlotCount) [0])\n end\n set [☁ tempdata v] to (SlotCount)\n else\n set [slotcount v] to (☁ TempData)\n if <not <<(length of (☁ TempData)) > ((tempdataslots) * (Global: Player ID))> or <(length of (☁ TempData)) = ((tempdataslots) * (Global: Player ID))>>> then\n repeat until <(length of (SlotCount)) = ((tempdataslots) * (Global: Player ID))>\n repeat (tempdataslots)\n set [slotcount v] to (join (SlotCount) [0])\n end\n end\n set [☁ tempdata v] to (SlotCount)\n end\n end\n set [oldtempdatalen v] to (length of (☁ TempData))\n if <(verifytempdata) = [1]> then\n broadcast (Verify TempData v)\n end\nend\n\ndefine TempData --> TempDataList\nset [tempdatacounter v] to [1]\nrepeat until <(length of [tempdatalist v]) = (length of (☁ TempData))>\n if <(length of [tempdatalist v]) > (length of (☁ TempData))> then\n delete (last) of [tempdatalist v]\n end\n if <(length of [tempdatalist v]) < (length of (☁ TempData))> then\n add [0] to [tempdatalist v]\n end\nend\nrepeat until <(TempDataCounter) > (length of (☁ TempData))>\n replace item (TempDataCounter) of [tempdatalist v] with (letter (TempDataCounter) of (☁ TempData))\n change [tempdatacounter v] by (1)\nend\n\ndefine Add Username to TempDataList\nset [usernamecount v] to ((((Global: Player ID) - (1)) * (TempDataSlots)) + (1))\nset [usernamecount2 v] to [1]\nrepeat until <(UsernameCount2) > [40]>\n replace item (UsernameCount) of [tempdatalist v] with (letter (UsernameCount2) of (Encoded Username))\n change [usernamecount v] by (1)\n change [usernamecount2 v] by (1)\nend\n\nwhen flag clicked\nwait until <(Global:Network Connected) = [1]>\nforever\n Decode TempData\n wait (0.5) seconds\nend\n\ndefine Local Information--> Cloud Temp Data\nEncode Username\nTempData --> TempDataList\nAdd Username to TempDataList\nAdd Location to TempDataList\nTempDataList --> Temp Data\nbroadcast (Confirm Username in TempData v)\n\nwhen I receive [confirm username in tempdata v]\nwait (5) seconds\nset [confirmcounter v] to ((((Global: Player ID) - (1)) * (TempDataSlots)) + (1))\nset [confirmcounter2 v] to [1]\nrepeat (39)\n if <not <(letter (ConfirmCounter) of (☁ TempData)) = (letter (ConfirmCounter2) of (Encoded Username))>> then\n if <not <(OldTempDataLen) > ((length of (☁ TempData)) - (1))>> then\n set [message # v] to [11]\n Resize TempData (tempdataslots) (0)\n end\n set [message # v] to [12]\n broadcast (Run Username --> Temp Data v)\n stop [this script v]\n end\n change [confirmcounter v] by (1)\n change [confirmcounter2 v] by (1)\nend\n\ndefine Decode TempData\nrepeat until <((length of (☁ TempData)) / (TempDataSlots)) = (length of [global: playerdaya v])>\n if <((length of (☁ TempData)) / (TempDataSlots)) > (length of [global: playerdaya v])> then\n add [] to [global: playerdaya v]\n end\n if <((length of (☁ TempData)) / (TempDataSlots)) < (length of [global: playerdaya v])> then\n delete (last) of [global: playerdaya v]\n end\nend\nset [playerdatacount v] to [1]\nrepeat until <(PlayerDataCount) > ((length of (☁ TempData)) / (TempDataSlots))>\n set [playerdatacount2 v] to [1]\n set [tempplayerdata v] to []\n repeat until <(PlayerDataCount2) > (TempDataSlots)>\n set [tempplayerdata v] to (join (TempPlayerData) (letter ((((PlayerDataCount) - (1)) * (TempDataSlots)) + (PlayerDataCount2)) of (☁ TempData)))\n change [playerdatacount2 v] by (1)\n end\n replace item (PlayerDataCount) of [global: playerdaya v] with (TempPlayerData)\n change [playerdatacount v] by (1)\nend\n\nwhen I receive [run username --> temp data v]\nLocal Information--> Cloud Temp Data\n\nwhen flag clicked\nwait until <(Global:Network Connected) = [1]>\nforever\n TempData --> Usernames List\n TempData --> Locations List\n wait (0.5) seconds\nend\n\ndefine Global: PlayerData --> Encoded Usernames\nrepeat until <(length of [encoded usernames v]) = (length of [global: playerdaya v])>\n if <(length of [encoded usernames v]) > (length of [global: playerdaya v])> then\n delete (last) of [encoded usernames v]\n end\n if <(length of [encoded usernames v]) < (length of [global: playerdaya v])> then\n add [] to [encoded usernames v]\n end\nend\nset [encodedusernamescount v] to [1]\nrepeat until <(EncodedUsernamesCount) > (length of [global: playerdaya v])>\n set [tempencodedusername v] to []\n set [encodedusernamescount2 v] to [1]\n repeat until <(EncodedUsernamesCount2) > [40]>\n set [tempencodedusername v] to (join (TempEncodedUsername) (letter (EncodedUsernamesCount2) of (item (EncodedUsernamesCount) of [global: playerdaya v])))\n change [encodedusernamescount2 v] by (1)\n end\n replace item (EncodedUsernamesCount) of [encoded usernames v] with (TempEncodedUsername)\n change [encodedusernamescount v] by (1)\nend\n\nwhen flag clicked\nset [tempdataslots v] to [42]\nwait until <<(Global:Network Connected) = [1]> and <not <(Global: Player ID) = [0]>>>\nset [old player id v] to (Global: Player ID)\nResize TempData (TempDataSlots) (1)\nwait (1) seconds\nLocal Information--> Cloud Temp Data\nforever\n set [oldlocation v] to (Global: Location)\n wait until <<not <(Old Player ID) = (Global: Player ID)>> or <not <(Global: Location) = (OldLocation)>>>\n Resize TempData (TempDataSlots) (1)\n wait (1) seconds\n Local Information--> Cloud Temp Data\nend\n\nwhen I receive [verify tempdata v]\nwait (5) seconds\nif <not <(OldTempDataLen) > ((length of (☁ TempData)) - (1))>> then\n set [message # v] to [11]\n Resize TempData (tempdataslots) (1)\n Local Information--> Cloud Temp Data\nend\n\ndefine TempDataList --> Temp Data\nset [temptempdata v] to []\nset [tempdatacounter2 v] to [1]\nrepeat until <(TempDataCounter2) > (length of [tempdatalist v])>\n set [temptempdata v] to (join (TempTempData) (item (TempDataCounter2) of [tempdatalist v]))\n change [tempdatacounter2 v] by (1)\nend\nset [☁ tempdata v] to (TempTempData)\n\ndefine Encode Username\nset [username codes v] to [abcdefghijklmnopqrstuvwxyz1234567890_-]\nset [encoded username v] to []\nset [ucount v] to [1]\nrepeat until <(uCount) > (length of (username))>\n set [ucount2 v] to [1]\n repeat until <(letter (uCount2) of (Username Codes)) = (letter (uCount) of (username))>\n change [ucount2 v] by (1)\n end\n if <(length of (uCount2)) = [1]> then\n set [encoded username v] to (join (Encoded Username) (join [0] (uCount2)))\n else\n set [encoded username v] to (join (Encoded Username) (uCount2))\n end\n change [ucount v] by (1)\nend\nrepeat until <(length of (Encoded Username)) = [40]>\n set [encoded username v] to (join (Encoded Username) [0])\nend\n\ndefine Add Location to TempDataList\nset [usernamecount v] to (((((Global: Player ID) - (1)) * (TempDataSlots)) + (1)) + (40))\nif <(length of (Global: Location)) = [1]> then\n replace item (UsernameCount) of [tempdatalist v] with [0]\n replace item ((UsernameCount) + (1)) of [tempdatalist v] with (letter (1) of (Global: Location))\nelse\n replace item (UsernameCount) of [tempdatalist v] with (letter (1) of (Global: Location))\n replace item ((UsernameCount) + (1)) of [tempdatalist v] with (letter (2) of (Global: Location))\nend\n\ndefine TempData --> Usernames List\nGlobal: PlayerData --> Encoded Usernames\nEncoded Usernames List --> Global: Usernames\n\ndefine TempData --> Locations List\nResize Locations List\nTempDataList --> Global: Locations\n\ndefine TempDataList --> Global: Locations\nset [locationscount1 v] to [1]\nrepeat until <(LocationsCount1) > (length of [global: playerdaya v])>\n replace item (LocationsCount1) of [global: locations v] with (letter (41) of (item (LocationsCount1) of [global: playerdaya v]))\n replace item (LocationsCount1) of [global: locations v] with (join (item (LocationsCount1) of [global: locations v]) (letter (42) of (item (LocationsCount1) of [global: playerdaya v])))\n change [locationscount1 v] by (1)\nend\n\ndefine Resize Locations List\nif <(length of [global: locations v]) > (Global: Players Online)> then\n delete (last) of [global: locations v]\nend\nif <(length of [global: locations v]) < (Global: Players Online)> then\n add [] to [global: locations v]\nend\n\ndefine Encoded Usernames List --> Global: Usernames\nrepeat until <(length of [global: usernames v]) = (length of [encoded usernames v])>\n if <(length of [global: usernames v]) > (length of [encoded usernames v])> then\n delete (last) of [global: usernames v]\n end\n if <(length of [global: usernames v]) < (length of [encoded usernames v])> then\n add [] to [global: usernames v]\n end\nend\nset [countglobalusernames v] to [1]\nrepeat until <(CountGlobalUsernames) > (length of [encoded usernames v])>\n set [countglobalusernames2 v] to [1]\n set [tempusername v] to []\n repeat until <(CountGlobalUsernames2) > [40]>\n set [tempdecodecode v] to (join (letter (CountGlobalUsernames2) of (item (CountGlobalUsernames) of [encoded usernames v])) (letter ((CountGlobalUsernames2) + (1)) of (item (CountGlobalUsernames) of [encoded usernames v])))\n set [tempusername v] to (join (TempUsername) (letter (TempDecodeCode) of (Username Codes)))\n change [countglobalusernames2 v] by (2)\n end\n replace item (CountGlobalUsernames) of [global: usernames v] with (TempUsername)\n change [countglobalusernames v] by (1)\nend\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\n\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\nCLONE AT X [360] Y [0]\nCLONE AT X [0] Y [360]\nCLONE AT X [400] Y [320]\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 POSTION (x) (y)\nif <<[0] = (x position)> and <[0] = (y position)>> then\n show\nelse\n hide\nend\n\ngo to x: (0) y: (-55)\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 [level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>>>> then\n broadcast (wind v)\n end\nend\n\nwhen flag clicked\nif <(costume [number v]) = [5]> then\n broadcast (wind v) and wait\nend\nif <(costume [number v]) = [6]> then\n broadcast (wind v) and wait\nend\nif <(costume [number v]) = [7]> then\n broadcast (wind v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (wind v) and wait\nend\n\nforever\n\nbroadcast (wind v) and wait\n\n@DAnger\n\nwhen I receive [level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nwhen I receive [begin v]\nshow\n\n@Love and fav detector\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 <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [loved v] to [1]\n broadcast (boost v) and wait\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 <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [faved v] to [1]\n broadcast (boost v) and wait\n end\n end\nend\n\nif <touching (mouse-pointer v)?> then\n\nif <touching (mouse-pointer v)?> then\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(Loved) = [1]> and <(Faved) = [1]>>\nwait (0.25) seconds\nshow\ngo to x: (0) y: (-100)\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\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 flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [level v]\nnext costume\n\n@wind\n\nwhen flag clicked\n\nwhen I start as a clone\nchange [count v] by (.0000000001)\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 (1)\n move (((speed) * (100)) + (100)) steps\n turn right (pick random (-2) to (2)) degrees\nend\nhide\ndelete this clone\n\nchange [count v] by (-1)\n\nwhen flag clicked\nhide\n\nforever\n \n end\nend\n\nwhen I receive [wind v]\nset [count v] to [0]\nforever\n if <(count) < [1]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (25) y: (-2)\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Lava\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n clear graphic effects\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\nset [ghost v] effect to (40)\n\n@Shop\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\ngo to x: (-182) y: (144)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nbroadcast (fvfvfv v) and wait\nforever\n if <touching (mouse-pointer v)?> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n broadcast (fvfvfv v) and wait\n else\n go to x: (-182) y: (144)\n switch costume to (costume1 v)\n broadcast (stop fr=vvfv v) and wait\n end\nend\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\n\n@Blue ninja\n\nwhen flag clicked\ngo to x: (-192) y: (135)\nhide\n\nwhen this sprite clicked\nif <(LEVEL) > [-1]> then\n broadcast (Blue Ninja v) and wait\nend\n\nwhen I receive [fvfvfv v]\nshow\n\nwhen I receive [stop fr=vvfv v]\nhide\n\ngo to x: (-127) y: (138)\n\n@Blue ninja2\n\nwhen flag clicked\ngo to x: (-203) y: (81)\nhide\n\nwhen this sprite clicked\nif <(LEVEL) > [1]> then\n broadcast (other cool logo v) and wait\nend\n\nwhen I receive [fvfvfv v]\nshow\n\nwhen I receive [stop fr=vvfv v]\nhide\n\n@Blue ninja3\n\nwhen flag clicked\ngo to x: (-127) y: (135)\nhide\n\nwhen this sprite clicked\nif <(LEVEL) > [1]> then\n broadcast (cool logo 1 v) and wait\nend\n\nwhen I receive [fvfvfv v]\nshow\n\nwhen I receive [stop fr=vvfv v]\nhide\n\n@Blue ninja4\n\nwhen flag clicked\ngo to x: (-128) y: (80)\nhide\n\nwhen this sprite clicked\nif <(LEVEL) > [4]> then\n broadcast (cow boy v) and wait\nend\n\nwhen I receive [fvfvfv v]\nshow\n\nwhen I receive [stop fr=vvfv v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow list [chat v]\n\nwhen this sprite clicked\nset [is the chat open v] to [1]\nset [chat v] to [1]\nsay (item (Chat) of [chat v])\nwait (2) seconds\nsay []\nset [chat v] to [0]\n\nhide list [chat v]\n\n@Blue ninja5\n\nwhen flag clicked\ngo to x: (-208) y: (22)\nhide\n\nwhen this sprite clicked\nif <(LEVEL) > [9]> then\n broadcast (alien v) and wait\nend\n\nwhen I receive [fvfvfv v]\nshow\n\nwhen I receive [stop fr=vvfv v]\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [JJD - Adventure v]\nhide\nswitch costume to (download v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <(costume [number v]) = [1]> then\n set [brightness v] effect to (0)\n go to x: (0) y: (500)\n point in direction (180)\n set size to (100) %\n wait (0) seconds\n show\n go to [front v] layer\n repeat until <<(round (y position)) = [0]> and <(round (direction)) = [90]>>\n change y by (((0) - (y position)) * (.2))\n turn right (((90) - (direction)) * (.2)) degrees\n end\n repeat (10)\n change [brightness v] effect by (10)\n change size by (10)\n end\n broadcast (2 v)\n delete this clone\n else\n if <(costume [number v]) = [2]> then\n wait (5.5) seconds\n show\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n set size to (70) %\n wait (6.9) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n wait (5.9) seconds\n show\n set [ghost v] effect to (0)\n go to x: (0) y: (-70)\n set size to (80) %\n wait (6.9) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n point in direction (90)\n wait (5.7) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n change size by ([sin v] of ((timer) * (200)) )\n end\n if <(costume [number v]) = [3]> then\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\n end\nend\n\n
press t to chat and when you are in chat press 5 to say anything\n\nyay top loved! please also like and fav @Chr_avila_07663 version! and get that top loved too...\n\nPLease stop the hate this collab took so long and It was made for you all it makes me feed bad when you all right mean comments so just stop please #STOPTHEHATE\n\nYAY! #11 on games trending and #3 on music trending and #13 on all trending #21 on Art trending\n\nElements | A Platformer Collab\n-Made by @YungSky , @Kookycat18 , @Chr_Avila_07663 !\n\nUse WASD/Arrow keys or mobile to move your player.\n200 loves for a boss fight. = boss fight coming soon\n300 loves for more levels and shop = done\n500 loves for 2nd hopefully!\n1000 loves for ... chat\n1500 loves for a huge update\n\nPlease love and fave and follow, for me to know that you are loving my projects.
Cold a platformer
@Stage\n\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to x: (-217) y: (156)\nforever\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) * (.9))\n change x by (X)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (14)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-217) y: (156)\n broadcast (message1 v)\n end\n if <touching color (#000000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-217) y: (156)\n end\nend\n\n@DD0B19F3-6E62-4C66-8A14-C8ECC58F920A\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to x: (-217) y: (156)\nforever\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) * (.9))\n change x by (X)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#ffffff)?> or <touching color (#8d4a5f)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (14)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-217) y: (156)\n broadcast (message1 v)\n end\n if <touching color (#000000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-217) y: (156)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [Disfigure v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-33) y: (-7)\nshow\n\nwhen I receive [message1 v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Hello ! here is a platformer like the others.\nthis one is very simple, please follow me\n100 loves !\n41th popular !!!!
Dungeon Escape 2.1 (a platformer) #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (loading v)\nset [seconds v] to (pick random (2.5) to (5.0))\nset [preview level v] to [Level 1]\nset [key v] to [No]\nset [paused v] to [No]\nset [deaths in game v] to [0]\nset [timer v] to [0]\nset [skin v] to [Blue]\nset [a carbon fiber v] to [0]\nset [a desert v] to [0]\nset [a ghost v] to [0]\nset [a honey v] to [0]\nset [a industrial v] to [0]\nset [a jungle v] to [0]\nset [a maroon v] to [0]\nset [a ninja v] to [0]\nset [a pirate v] to [0]\nset [a winter v] to [0]\nset [area 1 filled v] to [0]\nset [area 2 filled v] to [0]\nreset timer\nset [game code \(generated\) v] to []\nhide variable [game code \(generated\) v]\n\nwhen I receive [home v]\nswitch backdrop to (home v)\nset [deaths in game v] to [0]\nset [timer v] to [0]\nset [area 1 filled v] to [0]\nset [area 2 filled v] to [0]\nset [key v] to [0]\nset [game code \(generated\) v] to []\nhide variable [game code \(generated\) v]\n\nwhen I receive [level 1 v]\nLevel Code (costume) [Level 1]\n\nwhen I receive [info v]\nswitch backdrop to (info v)\n\nwhen I receive [skins v]\nswitch backdrop to (skins v)\n\nwhen I receive [level 1 2 v]\nSection Code (costume) [Level 1 2]\n\nwhen I receive [level 1 complete v]\nswitch backdrop to (level 1 completed v)\nchange [timer v] by (timer)\nif <(A Winter) = [0]> then\n set [a winter v] to [Yes]\n set [area 1 filled v] to [1]\nelse\n set [area 1 filled v] to [0]\nend\nif <(Timer) < [25]> then\n if <(A Ninja) = [0]> then\n set [a ninja v] to [Yes]\n set [area 2 filled v] to [1]\n end\nelse\n set [area 2 filled v] to [0]\nend\n\nwhen I receive [level 2 v]\nLevel Code (costume) [Level 2]\n\nwhen I receive [level 2 complete v]\nswitch backdrop to (level 2 completed v)\nchange [timer v] by (timer)\nif <(A Jungle) = [0]> then\n set [a jungle v] to [Yes]\n set [area 1 filled v] to [1]\nelse\n set [area 1 filled v] to [0]\nend\nif <(Timer) < [30]> then\n if <(A Ghost) = [0]> then\n set [a ghost v] to [Yes]\n set [area 2 filled v] to [1]\n end\nelse\n set [area 2 filled v] to [0]\nend\n\nwhen I receive [settings v]\nswitch backdrop to (settings v)\n\nwhen I receive [level 3 complete v]\nswitch backdrop to (level 3 completed v)\nchange [timer v] by (timer)\nif <(A Desert) = [0]> then\n set [a desert v] to [Yes]\n set [area 1 filled v] to [1]\nelse\n set [area 1 filled v] to [0]\nend\nif <(Timer) < [40]> then\n if <(A Carbon Fiber) = [0]> then\n set [a carbon fiber v] to [Yes]\n set [area 2 filled v] to [1]\n end\nelse\n set [area 2 filled v] to [0]\nend\n\nwhen I receive [level 4 complete v]\nswitch backdrop to (level 4 completed v)\nchange [timer v] by (timer)\nif <(A Honey) = [0]> then\n set [a honey v] to [Yes]\n set [area 1 filled v] to [1]\nelse\n set [area 1 filled v] to [0]\nend\nif <(Timer) < [45]> then\n if <(A Industrial) = [0]> then\n set [a industrial v] to [Yes]\n set [area 2 filled v] to [1]\n end\nelse\n set [area 2 filled v] to [0]\nend\n\nwhen I receive [level 5 complete v]\nswitch backdrop to (level 5 completed v)\nchange [timer v] by (timer)\nif <(A Maroon) = [0]> then\n set [a maroon v] to [Yes]\n set [area 1 filled v] to [1]\nelse\n set [area 1 filled v] to [0]\nend\nif <(Timer) < [35]> then\n if <(A Pirate) = [0]> then\n set [a pirate v] to [Yes]\n set [area 2 filled v] to [1]\n end\nelse\n set [area 2 filled v] to [0]\nend\n\ndefine Level Code (costume) (?)\nswitch backdrop to (?)\nset [key v] to [0]\nset [velocity x v] to [0]\nset [velocity y v] to [0]\nset [timer v] to [0]\nreset timer\n\nwhen I receive [level 3 v]\nLevel Code (costume) [Level 3]\n\nwhen I receive [level 4 v]\nLevel Code (costume) [Level 4]\n\nwhen I receive [level 5 v]\nLevel Code (costume) [Level 5]\n\ndefine Section Code (costume) (?)\nswitch backdrop to (?)\nset [key v] to [0]\nset [velocity x v] to [0]\nset [velocity y v] to [0]\nset [timer v] to [0]\n\nwhen I receive [level 2 2 v]\nSection Code (costume) [Level 2 2]\n\nwhen I receive [level 3 2 v]\nSection Code (costume) [Level 3 2]\n\nwhen I receive [level 4 2 v]\nSection Code (costume) [Level 4 2]\n\nwhen I receive [level 5 2 v]\nSection Code (costume) [Level 5 2]\n\nwhen I receive [level 1 3 v]\nSection Code (costume) [Level 1 3]\n\nwhen I receive [level 2 3 v]\nSection Code (costume) [Level 2 3]\n\nwhen I receive [level 3 3 v]\nSection Code (costume) [Level 3 3]\n\nwhen I receive [level 4 3 v]\nSection Code (costume) [Level 4 3]\n\nwhen I receive [level 5 3 v]\nSection Code (costume) [Level 5 3]\n\nwhen I receive [new game v]\nswitch backdrop to (loading v)\nwait (0.4) seconds\nbroadcast (Animation v)\nwait (0.7) seconds\nbroadcast (Home v)\n\nwhen I receive [login page v]\nswitch backdrop to (login page v)\n\nwhen I receive [login v]\nswitch backdrop to (login v)\nask [Game Code] and wait\nif <(length of (answer)) = [13]> then\n Code Skins\n Code Customization\n switch backdrop to (login g v)\n wait (0.4) seconds\n broadcast (Animation v)\n wait (0.7) seconds\n broadcast (Home v)\nelse\n switch backdrop to (login f v)\n wait (2) seconds\n broadcast (Login v)\nend\n\ndefine Code Skins\nif <<<(letter (1) of (answer)) = [1]> or <(letter (1) of (answer)) = [2]>> or <<(letter (1) of (answer)) = [3]> or <<(letter (1) of (answer)) = [4]> or <(letter (1) of (answer)) = [5]>>>> then\n set [a winter v] to [Yes]\nend\nif <<<(letter (2) of (answer)) = [1]> or <(letter (2) of (answer)) = [2]>> or <<(letter (2) of (answer)) = [3]> or <<(letter (2) of (answer)) = [4]> or <(letter (2) of (answer)) = [5]>>>> then\n set [a jungle v] to [Yes]\nend\nif <<<(letter (3) of (answer)) = [1]> or <(letter (3) of (answer)) = [2]>> or <<(letter (3) of (answer)) = [3]> or <<(letter (3) of (answer)) = [4]> or <(letter (3) of (answer)) = [5]>>>> then\n set [a desert v] to [Yes]\nend\nif <<<(letter (4) of (answer)) = [1]> or <(letter (4) of (answer)) = [2]>> or <<(letter (4) of (answer)) = [3]> or <<(letter (4) of (answer)) = [4]> or <(letter (4) of (answer)) = [5]>>>> then\n set [a honey v] to [Yes]\nend\nif <<<(letter (5) of (answer)) = [1]> or <(letter (5) of (answer)) = [2]>> or <<(letter (5) of (answer)) = [3]> or <<(letter (5) of (answer)) = [4]> or <(letter (5) of (answer)) = [5]>>>> then\n set [a maroon v] to [Yes]\nend\nif <<<(letter (6) of (answer)) = [1]> or <(letter (6) of (answer)) = [2]>> or <<(letter (6) of (answer)) = [3]> or <<(letter (6) of (answer)) = [4]> or <(letter (6) of (answer)) = [5]>>>> then\n set [a ninja v] to [Yes]\nend\nif <<<(letter (7) of (answer)) = [1]> or <(letter (7) of (answer)) = [2]>> or <<(letter (7) of (answer)) = [3]> or <<(letter (7) of (answer)) = [4]> or <(letter (7) of (answer)) = [5]>>>> then\n set [a ghost v] to [Yes]\nend\nif <<<(letter (8) of (answer)) = [1]> or <(letter (8) of (answer)) = [2]>> or <<(letter (8) of (answer)) = [3]> or <<(letter (8) of (answer)) = [4]> or <(letter (8) of (answer)) = [5]>>>> then\n set [a carbon fiber v] to [Yes]\nend\nif <<<(letter (9) of (answer)) = [1]> or <(letter (9) of (answer)) = [2]>> or <<(letter (9) of (answer)) = [3]> or <<(letter (9) of (answer)) = [4]> or <(letter (9) of (answer)) = [5]>>>> then\n set [a industrial v] to [Yes]\nend\nif <<<(letter (10) of (answer)) = [1]> or <(letter (10) of (answer)) = [2]>> or <<(letter (10) of (answer)) = [3]> or <<(letter (10) of (answer)) = [4]> or <(letter (10) of (answer)) = [5]>>>> then\n set [a pirate v] to [Yes]\nend\n\ndefine Code Customization\nif <<[6] > (letter (11) of (answer))> and <not <(letter (11) of (answer)) = [0]>>> then\n set [preview level v] to (join [Level ] (letter (11) of (answer)))\nend\nif <(letter (12) of (answer)) = [0]> then\n broadcast (Code Volume 100 v)\nelse\n broadcast (Code Volume 0 v)\nend\nif <(letter (13) of (answer)) = [a]> then\n set [skin v] to [Blue]\nend\nif <(letter (13) of (answer)) = [b]> then\n set [skin v] to [Winter]\nend\nif <(letter (13) of (answer)) = [c]> then\n set [skin v] to [Jungle]\nend\nif <(letter (13) of (answer)) = [d]> then\n set [skin v] to [Desert]\nend\nif <(letter (13) of (answer)) = [e]> then\n set [skin v] to [Honey]\nend\nif <(letter (13) of (answer)) = [f]> then\n set [skin v] to [Maroon]\nend\nif <(letter (13) of (answer)) = [g]> then\n set [skin v] to [Ninja]\nend\nif <(letter (13) of (answer)) = [h]> then\n set [skin v] to [Ghost]\nend\nif <(letter (13) of (answer)) = [i]> then\n set [skin v] to [Carbon Fiber]\nend\nif <(letter (13) of (answer)) = [j]> then\n set [skin v] to [Industrial]\nend\nif <(letter (13) of (answer)) = [k]> then\n set [skin v] to [Pirate]\nend\n\nwhen I receive [game code v]\nhide variable [game code \(generated\) v]\nswitch backdrop to (game code v)\nCode generate\nwait (Seconds) seconds\nshow variable [game code \(generated\) v]\n\ndefine Code generate\nset [game code \(generated\) v] to []\nif <(A Winter) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Jungle) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Desert) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Honey) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Maroon) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Ninja) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Ghost) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Carbon Fiber) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Industrial) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nif <(A Pirate) = [Yes]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (5)))\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (6) to (9)))\nend\nset [game code \(generated\) v] to (join (Game Code \(Generated\)) (letter (7) of (Preview Level)))\nif <(Volume) = [100]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [0])\nelse\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) (pick random (1) to (9)))\nend\nif <(Skin) = [Blue]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [a])\nend\nif <(Skin) = [Winter]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [b])\nend\nif <(Skin) = [Jungle]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [c])\nend\nif <(Skin) = [Desert]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [d])\nend\nif <(Skin) = [Honey]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [e])\nend\nif <(Skin) = [Maroon]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [f])\nend\nif <(Skin) = [Ninja]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [g])\nend\nif <(Skin) = [Ghost]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [h])\nend\nif <(Skin) = [Carbon Fiber]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [i])\nend\nif <(Skin) = [Industrial]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [j])\nend\nif <(Skin) = [Pirate]> then\n set [game code \(generated\) v] to (join (Game Code \(Generated\)) [k])\nend\n\n@Start Level Button\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((180) - (size)) / (3))\n else\n change size by (((150) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen this sprite clicked\nif <not <(Preview Level) = [Level 6]>> then\n broadcast (Preview Level)\nend\n\nwhen I receive [game code v]\nhide\n\nwhen I receive [info v]\nhide\n\n@Skins Button\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (3))\n else\n change size by (((75) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [info v]\nhide\n\nwhen this sprite clicked\nbroadcast (Skins v)\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [game code v]\nhide\n\n@Info Button\n\nwhen I receive [skins v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (3))\n else\n change size by (((75) - (size)) / (3))\n end\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen this sprite clicked\nbroadcast (Info v)\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [game code v]\nhide\n\n@Settings Button\n\nwhen I receive [skins v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (3))\n else\n change size by (((75) - (size)) / (3))\n end\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen this sprite clicked\nbroadcast (Settings v)\nhide\n\nwhen I receive [info v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [game code v]\nhide\n\n@Game Code Button\n\nwhen I receive [skins v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (3))\n else\n change size by (((75) - (size)) / (3))\n end\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen this sprite clicked\nbroadcast (Game Code v)\nhide\n\nwhen I receive [info v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [settings v]\nhide\n\n@Pause Button\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (3))\n else\n change size by (((70) - (size)) / (3))\n end\nend\n\nwhen I receive [home v]\nhide\n\nwhen I receive [level 1 complete v]\nhide\n\nwhen I receive [level 1 v]\nshow\n\nwhen I receive [level 2 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Pause v)\nset [paused v] to [Yes]\nchange [timer v] by (timer)\nhide\n\nwhen I receive [level 2 complete v]\nhide\n\nwhen I receive [resume v]\nshow\n\nwhen I receive [level 3 v]\nshow\n\nwhen I receive [level 3 complete v]\nhide\n\nwhen I receive [level 4 v]\nshow\n\nwhen I receive [level 4 complete v]\nhide\n\nwhen I receive [level 5 complete v]\nhide\n\nwhen I receive [level 5 v]\nshow\n\n@Resume Button\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 3 v]\nhide\n\nwhen I receive [level 2 2 v]\nhide\n\nwhen I receive [level 1 3 v]\nhide\n\nwhen I receive [level 1 2 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 3 2 v]\nhide\n\nwhen I receive [level 3 3 v]\nhide\n\nwhen I receive [level 4 2 v]\nhide\n\nwhen I receive [level 4 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [level 5 2 v]\nhide\n\nwhen I receive [level 5 3 v]\nhide\n\nwhen I receive [pause v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n switch costume to (costume2 v)\n else\n change size by (((150) - (size)) / (3))\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Resume v)\nset [paused v] to [No]\nreset timer\nhide\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nhide\n\n@Exit Button\n\nwhen I receive [resume v]\nhide\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [pause v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (3))\n else\n change size by (((105) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Home v)\nset [paused v] to [No]\nreset timer\nhide\n\n@Restart Button\n\nwhen I receive [resume v]\nhide\n\nwhen this sprite clicked\nbroadcast ([backdrop name v] of [_stage_ v])\nset [paused v] to [No]\nbroadcast (Resume v)\nreset timer\nhide\n\nwhen I receive [pause v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (3))\n else\n change size by (((105) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\nforever\n Size Changing\nend\n\nwhen I receive [skins v]\ngo to x: (197) y: (140)\nshow\n\nwhen I receive [level 1 complete v]\ngo to x: (197) y: (130)\nshow\n\nwhen I receive [level 2 complete v]\ngo to x: (197) y: (100)\nshow\n\nwhen I receive [info v]\ngo to x: (197) y: (130)\nshow\n\nwhen this sprite clicked\nbroadcast (Home v)\nhide variable [game code v]\nset [game code v] to [0]\nhide\n\nwhen I receive [settings v]\ngo to x: (197) y: (130)\nshow\n\ndefine Size Changing\nif <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (3))\nelse\n change size by (((55) - (size)) / (3))\nend\n\nwhen I receive [level 3 complete v]\ngo to x: (197) y: (100)\nshow\n\nwhen I receive [level 4 complete v]\ngo to x: (197) y: (100)\nshow\n\nwhen I receive [level 5 complete v]\ngo to x: (197) y: (100)\nshow\n\nwhen I receive [game code v]\ngo to x: (197) y: (130)\nshow\n\n@Left Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((165) - (size)) / (3))\n else\n change size by (((115) - (size)) / (3))\n end\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [info v]\nhide\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 2]> then\n wait (0.1) seconds\n set [preview level v] to [Level 1]\nend\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 3]> then\n wait (0.1) seconds\n set [preview level v] to [Level 2]\nend\n\nwhen I receive [level 3 v]\nhide\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 4]> then\n wait (0.1) seconds\n set [preview level v] to [Level 3]\nend\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 5]> then\n wait (0.1) seconds\n set [preview level v] to [Level 4]\nend\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 6]> then\n wait (0.1) seconds\n set [preview level v] to [Level 5]\nend\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [save v]\nhide\n\nwhen I receive [game code v]\nhide\n\n@Preview\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\nforever\n switch costume to (Preview Level)\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [info v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [game code v]\nhide\n\n@Right Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((165) - (size)) / (3))\n else\n change size by (((115) - (size)) / (3))\n end\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [info v]\nhide\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 1]> then\n wait (0.1) seconds\n set [preview level v] to [Level 2]\nend\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 2]> then\n wait (0.1) seconds\n set [preview level v] to [Level 3]\nend\n\nwhen I receive [level 3 v]\nhide\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 3]> then\n wait (0.1) seconds\n set [preview level v] to [Level 4]\nend\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 4]> then\n wait (0.1) seconds\n set [preview level v] to [Level 5]\nend\n\nwhen this sprite clicked\nif <(Preview Level) = [Level 5]> then\n wait (0.1) seconds\n set [preview level v] to [Level 6]\nend\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [game code v]\nhide\n\nwhen I receive [save v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 2 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 3 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 4 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 5 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 4 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 5 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction)\nif <(Paused) = [No]> then\n set [costume v] to (costume [name v])\n if <(letter (length of (costume [name v])) of (costume [name v])) = [p]> then\n switch costume to (hitboxjump v)\n else\n switch costume to (hitbox v)\n end\n change [velocity y v] by (gravity)\n change y by (Velocity Y)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n if <<(letter (length of (costume [name v])) of (costume [name v])) = [p]> and <touching (level v)?>> then\n switch costume to (join (Skin) [1])\n set [costume v] to (costume [name v])\n switch costume to (hitbox v)\n change y by (((([abs v] of (Velocity Y) ) / (Velocity Y)) * (gravity)) * (-1))\n end\n change y by ((([abs v] of (Velocity Y) ) / (Velocity Y)) * (gravity))\n end\n set [velocity y v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Velocity Y) ) / (Velocity Y)) = [-1]>> * (jump height))\n end\n set [velocity x v] to (((Velocity X) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\n change x by (Velocity X)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (Velocity X) ) / (Velocity X)) * (-1))\n end\n end\n switch costume to (Costume)\nend\n\nwhen I receive [level 1 v]\nshow\ngo to x: (-180) y: (-80)\npoint in direction (90)\nforever\n Movement Code\nend\n\nwhen I receive [level 1 v]\nforever\n Costumes Code\nend\n\nwhen I receive [level 1 v]\nforever\n Direction Code\nend\n\nwhen I receive [level 1 2 v]\nshow\ngo to x: (-220) y: (-95)\npoint in direction (90)\n\nwhen I receive [level 1 3 v]\nshow\ngo to x: (-180) y: (-103)\npoint in direction (90)\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-225) y: (154)\npoint in direction (90)\nforever\n Movement Code\nend\n\nwhen I receive [level 2 v]\nforever\n Costumes Code\nend\n\nwhen I receive [level 2 v]\nforever\n Direction Code\nend\n\nwhen I receive [level 2 2 v]\nshow\ngo to x: (-223) y: (0)\npoint in direction (90)\n\nwhen I receive [level 2 3 v]\nshow\ngo to x: (-150) y: (125)\npoint in direction (90)\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\nset [paused v] to [No]\nhide\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\nset [paused v] to [No]\nhide\n\nwhen I receive [level 1 v]\nforever\n if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n Dying Code\n end\nend\n\nwhen I receive [level 2 v]\nforever\n if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n Dying Code\n end\nend\n\ndefine Dying Code\nset [paused v] to [Yes]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast ([backdrop name v] of [_stage_ v])\nclear graphic effects\nset [paused v] to [No]\n\ndefine Costumes Code\nif <(Paused) = [No]> then\n if <(Velocity Y) = [0]> then\n switch costume to (join (Skin) [1])\n wait (0.15) seconds\n switch costume to (join (Skin) [2])\n wait (0.15) seconds\n end\n if <[0] < (Velocity Y)> then\n switch costume to (join (Skin) [Jump])\n end\n if <(Velocity Y) < [0]> then\n switch costume to (join (Skin) [Splat])\n end\nend\n\ndefine Direction Code\nif <(Paused) = [No]> then\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\nend\n\ndefine Movement Code\nif <not <touching (water v)?>> then\n Platform Gravity: [-1] Jump Height: [12.5] Side Movement Speed [3] Friction [0.7]\n set [touching water v] to [0]\nend\nif <touching (water v)?> then\n Platform Gravity: [-0.1] Jump Height: [5] Side Movement Speed [1] Friction [0.7]\n set [touching water v] to [1]\nend\n\nwhen I receive [level 3 v]\nshow\ngo to x: (-220) y: (-112)\npoint in direction (90)\nforever\n Movement Code\nend\n\nwhen I receive [level 3 2 v]\nshow\ngo to x: (-210) y: (-50)\npoint in direction (90)\n\nwhen I receive [level 3 3 v]\nshow\ngo to x: (-35) y: (165)\npoint in direction (-90)\n\nwhen I receive [level 3 v]\nforever\n if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n Dying Code\n end\nend\n\nwhen I receive [level 3 v]\nforever\n Direction Code\nend\n\nwhen I receive [level 3 v]\nforever\n Costumes Code\nend\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\nset [paused v] to [No]\nhide\n\nwhen I receive [dying v]\nDying Code\n\nwhen I receive [level 4 v]\ngo to x: (-220) y: (-100)\npoint in direction (90)\nshow\nforever\n Movement Code\nend\n\nwhen I receive [level 4 2 v]\nshow\ngo to x: (-220) y: (-40)\npoint in direction (90)\n\nwhen I receive [level 4 3 v]\nshow\ngo to x: (40) y: (115)\npoint in direction (90)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-1) y: (-112)\npoint in direction (90)\nforever\n Movement Code\nend\n\nwhen I receive [level 4 complete v]\nstop [other scripts in sprite v]\nset [paused v] to [No]\nhide\n\nwhen I receive [level 5 complete v]\nstop [other scripts in sprite v]\nset [paused v] to [No]\nhide\n\nwhen I receive [level 5 2 v]\nshow\ngo to x: (-210) y: (0)\npoint in direction (90)\n\nwhen I receive [level 5 3 v]\nshow\ngo to x: (-215) y: (0)\npoint in direction (90)\n\nwhen I receive [level 4 v]\nforever\n if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n Dying Code\n end\nend\n\nwhen I receive [level 5 v]\nforever\n if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n Dying Code\n end\nend\n\nwhen I receive [level 4 v]\nforever\n Direction Code\nend\n\nwhen I receive [level 5 v]\nforever\n Direction Code\nend\n\nwhen I receive [level 4 v]\nforever\n Costumes Code\nend\n\nwhen I receive [level 5 v]\nforever\n Costumes Code\nend\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nset [paused v] to [No]\nhide\n\n@Exit\n\nwhen flag clicked\nhide\nforever\n if <<touching (player v)?> and <(Key) = [1]>> then\n if <([backdrop name v] of [_stage_ v]) = [Level 1]> then\n broadcast (Level 1 2 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 1 2]> then\n broadcast (Level 1 3 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 1 3]> then\n broadcast (Level 1 complete v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 2]> then\n broadcast (Level 2 2 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 2 2]> then\n broadcast (Level 2 3 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 2 3]> then\n broadcast (Level 2 complete v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 3]> then\n broadcast (Level 3 2 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 3 2]> then\n broadcast (Level 3 3 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 3 3]> then\n broadcast (Level 3 complete v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 4]> then\n broadcast (Level 4 2 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 4 2]> then\n broadcast (Level 4 3 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 4 3]> then\n broadcast (Level 4 complete v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 5]> then\n broadcast (Level 5 2 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 5 2]> then\n broadcast (Level 5 3 v)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 5 3]> then\n broadcast (Level 5 complete v)\n end\n end\nend\n\nwhen I receive [level 1 v]\nshow\ngo to x: (225) y: (-102)\n\nwhen I receive [level 1 2 v]\nshow\ngo to x: (225) y: (125)\n\nwhen I receive [level 1 3 v]\nshow\ngo to x: (225) y: (-102)\n\nwhen I receive [level 1 complete v]\nhide\n\nwhen I receive [level 2 v]\nshow\ngo to x: (225) y: (-3)\n\nwhen I receive [level 2 2 v]\nshow\ngo to x: (-225) y: (133)\n\nwhen I receive [level 2 3 v]\nshow\ngo to x: (225) y: (109)\n\nwhen I receive [level 2 complete v]\nhide\n\nwhen I receive [level 3 v]\nshow\ngo to x: (27) y: (42)\n\nwhen I receive [level 3 2 v]\nshow\ngo to x: (225) y: (-102)\n\nwhen I receive [level 3 3 v]\nshow\ngo to x: (34) y: (149)\n\nwhen I receive [level 3 complete v]\nhide\n\nwhen I receive [level 4 complete v]\nhide\n\nwhen I receive [level 4 3 v]\nshow\ngo to x: (225) y: (137)\n\nwhen I receive [level 4 2 v]\nshow\ngo to x: (225) y: (-3)\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-225) y: (108)\n\nwhen I receive [level 5 complete v]\nhide\n\nwhen I receive [level 5 3 v]\nshow\ngo to x: (225) y: (-130)\n\nwhen I receive [level 5 2 v]\nshow\ngo to x: (225) y: (139)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (240) y: (108)\n\nwhen I receive [home v]\nhide\n\n@BackGround\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 complete v]\nhide\n\nwhen flag clicked\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 1 v]\nshow\n\nwhen I receive [level 2 v]\nshow\n\nwhen I receive [level 3 v]\nshow\n\nwhen I receive [level 3 complete v]\nhide\n\nwhen I receive [level 4 v]\nshow\n\nwhen I receive [level 5 v]\nshow\n\nwhen I receive [level 4 complete v]\nhide\n\nwhen I receive [level 5 complete v]\nhide\n\nwhen I receive [level 1 complete v]\nhide\n\nwhen I receive [home v]\nhide\n\n@ForeGround\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 complete v]\nhide\n\nwhen I receive [level 2 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 3 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 3 complete v]\nhide\n\nwhen I receive [level 1 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 4 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 4 complete v]\nhide\n\nwhen I receive [level 5 complete v]\nhide\n\nwhen I receive [level 5 v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen I receive [level 1 complete v]\nhide\n\nwhen I receive [home v]\nhide\n\n@Key\n\nwhen I receive [level 1 v]\nshow\ngo to x: (0) y: (125)\n\nwhen I receive [level 1 2 v]\nshow\ngo to x: (0) y: (100)\n\nwhen I receive [level 1 3 v]\nshow\ngo to x: (200) y: (120)\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-90) y: (-90)\n\nwhen I receive [level 2 2 v]\nshow\ngo to x: (200) y: (140)\n\nwhen I receive [level 2 3 v]\nshow\ngo to x: (-175) y: (-50)\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nhide\n\ndefine Collected\nif <touching (player v)?> then\n hide\n set [key v] to [1]\n broadcast (Go v)\n stop [this script v]\nend\n\nwhen I receive [level 3 v]\nshow\ngo to x: (157) y: (45)\n\nwhen I receive [level 3 2 v]\nshow\ngo to x: (-216) y: (123)\n\nwhen I receive [level 3 3 v]\nshow\ngo to x: (-205) y: (-85)\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-188) y: (15)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-185) y: (-75)\n\nwhen I receive [level 4 2 v]\nshow\ngo to x: (-217) y: (155)\n\nwhen I receive [level 4 3 v]\nshow\ngo to x: (-220) y: (140)\n\nwhen I receive [level 5 2 v]\nshow\ngo to x: (172) y: (-125)\n\nwhen I receive [level 5 3 v]\nshow\ngo to x: (143) y: (140)\n\nwhen I receive [level 1 v]\nforever\n Collected\nend\n\nwhen I receive [level 1 2 v]\nforever\n Collected\nend\n\nwhen I receive [level 1 3 v]\nforever\n Collected\nend\n\nwhen I receive [level 2 v]\nforever\n Collected\nend\n\nwhen I receive [level 2 2 v]\nforever\n Collected\nend\n\nwhen I receive [level 2 3 v]\nforever\n Collected\nend\n\nwhen I receive [level 3 v]\nforever\n Collected\nend\n\nwhen I receive [level 3 2 v]\nforever\n Collected\nend\n\nwhen I receive [level 3 3 v]\nforever\n Collected\nend\n\nwhen I receive [level 4 v]\nforever\n Collected\nend\n\nwhen I receive [level 5 v]\nforever\n Collected\nend\n\nwhen I receive [level 4 2 v]\nforever\n Collected\nend\n\nwhen I receive [level 4 3 v]\nforever\n Collected\nend\n\nwhen I receive [level 5 2 v]\nforever\n Collected\nend\n\nwhen I receive [level 5 3 v]\nforever\n Collected\nend\n\nwhen I receive [home v]\nhide\n\nwhen I receive [home v]\nhide\n\n@KeyMove\n\nwhen I receive [go v]\nshow\nset rotation style [left-right v]\nrepeat until <(Key) = [0]>\n go to (player v)\nend\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Paused) = [No]> then\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n end\nend\n\nwhen I receive [level 1 complete v]\nhide\n\nwhen I receive [level 2 complete v]\nhide\n\nwhen I receive [level 3 complete v]\nhide\n\nwhen I receive [level 4 complete v]\nhide\n\nwhen I receive [level 5 complete v]\nhide\n\n@Fighting Animation\n\nwhen I receive [level 1 v]\nforever\n Action\nend\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 1 v]\nset rotation style [left-right v]\nforever\n Direction\nend\n\nwhen I receive [level 2 v]\nforever\n go to (player v)\nend\n\nwhen I receive [level 1 v]\nforever\n go to (player v)\nend\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\nhide\n\ndefine Action\nif <<key (space v) pressed?> or <mouse down?>> then\n if <(Paused) = [No]> then\n show\n switch costume to (1 v)\n wait (0.02) seconds\n switch costume to (2 v)\n wait (0.02) seconds\n switch costume to (3 v)\n wait (0.02) seconds\n switch costume to (4 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [level 2 v]\nforever\n Action\nend\n\nwhen I receive [level 3 v]\nforever\n Action\nend\n\ndefine Direction\nif <(Paused) = [No]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen I receive [level 2 v]\nset rotation style [left-right v]\nforever\n Direction\nend\n\nwhen I receive [level 3 v]\nset rotation style [left-right v]\nforever\n Direction\nend\n\nwhen I receive [level 3 v]\nforever\n go to (player v)\nend\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 4 v]\nforever\n Action\nend\n\nwhen I receive [level 5 v]\nforever\n Action\nend\n\nwhen I receive [level 4 v]\nset rotation style [left-right v]\nforever\n Direction\nend\n\nwhen I receive [level 5 v]\nset rotation style [left-right v]\nforever\n Direction\nend\n\nwhen I receive [level 4 v]\nforever\n go to (player v)\nend\n\nwhen I receive [level 5 v]\nforever\n go to (player v)\nend\n\nwhen I receive [level 4 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 5 complete v]\nstop [other scripts in sprite v]\nhide\n\n@Paused Text\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 3 v]\nhide\n\nwhen I receive [level 2 2 v]\nhide\n\nwhen I receive [level 1 3 v]\nhide\n\nwhen I receive [level 1 2 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [pause v]\nshow\n\nwhen I receive [resume v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 1 v]\nshow\nforever\n Costume\nend\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\nhide\n\ndefine Costume\nif <(Paused) = [No]> then\n switch costume to (join ([backdrop name v] of [_stage_ v]) [a])\n wait (0.3) seconds\n switch costume to (join ([backdrop name v] of [_stage_ v]) [b])\n wait (0.3) seconds\nend\n\nwhen I receive [level 2 v]\nshow\nforever\n Costume\nend\n\nwhen I receive [level 3 v]\nshow\nforever\n Costume\nend\n\nwhen I receive [level 4 v]\nshow\nforever\n Costume\nend\n\nwhen I receive [level 5 v]\nshow\nforever\n Costume\nend\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 4 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 5 complete v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast ([backdrop name v] of [_stage_ v])\n change [deaths in game v] by (1)\n end\nend\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 2 v]\nshow\nswitch costume to (level 2 v)\ngo to x: (0) y: (0)\nforever\n if <(Paused) = [No]> then\n Movement (wait speed) [0.65]\n end\nend\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 2 2 v]\nstop [other scripts in sprite v]\nhide\n\ndefine Movement (wait speed) (s)\nshow\nrepeat (20)\n change y by (-0.5)\nend\nhide\nwait (s) seconds\nshow\nrepeat (20)\n change y by (0.5)\nend\nwait (0.65) seconds\n\nwhen I receive [level 3 v]\nshow\nswitch costume to (level 3 v)\ngo to x: (0) y: (0)\nforever\n if <(Paused) = [No]> then\n Movement (wait speed) [0.75]\n end\nend\n\nwhen I receive [level 3 2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 4 3 v]\nshow\nswitch costume to (level 4 3 v)\ngo to x: (0) y: (0)\nforever\n if <(Paused) = [No]> then\n Movement (wait speed) [0.75]\n end\nend\n\nwhen I receive [level 4 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 5 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 5 3 v]\nshow\nswitch costume to (level 5 3 v)\ngo to x: (0) y: (0)\nforever\n if <(Paused) = [No]> then\n Movement (wait speed) [0.75]\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\n\nwhen I receive [home v]\nhide\n\nwhen I receive [level 1 2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level 1 3 v]\nhide\n\nwhen I receive [level 2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 2 2 v]\nhide\n\nwhen I receive [level 3 v]\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [level 3 2 v]\nhide\n\nwhen I receive [level 5 2 v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [level 5 3 v]\nhide\n\n@Blue Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Blue]\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(Skin) = [Blue]> then\n say [Selected]\n else\n say [Default]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(Skin) = [Blue]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\nend\n\n@Winter Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Winter) = [Yes]> then\n set [skin v] to [Winter]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Winter) = [Yes]> then\n if <(Skin) = [Winter]> then\n say [Selected]\n else\n say [Winter]\n end\n end\n if <(A Winter) = [0]> then\n say [Complete Practice Level to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Winter) = [Yes]> then\n if <(Skin) = [Winter]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\nswitch costume to (selected v)\n\n@Jungle Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Jungle) = [Yes]> then\n set [skin v] to [Jungle]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Jungle) = [Yes]> then\n if <(Skin) = [Jungle]> then\n say [Selected]\n switch costume to (selected v)\n else\n say [Jungle]\n switch costume to (unselected v)\n end\n end\n if <(A Jungle) = [0]> then\n say [Complete Level 1 to unlock]\n switch costume to (unknown v)\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Jungle) = [Yes]> then\n if <(Skin) = [Jungle]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Desert Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Desert) = [Yes]> then\n set [skin v] to [Desert]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Desert) = [Yes]> then\n if <(Skin) = [Desert]> then\n say [Selected]\n else\n say [Desert]\n end\n end\n if <(A Desert) = [0]> then\n say [Complete Level 2 to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Desert) = [Yes]> then\n if <(Skin) = [Desert]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Honey Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Honey) = [Yes]> then\n set [skin v] to [Honey]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Honey) = [Yes]> then\n if <(Skin) = [Honey]> then\n say [Selected]\n else\n say [Honey]\n end\n end\n if <(A Honey) = [0]> then\n say [Complete Level 3 to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Honey) = [Yes]> then\n if <(Skin) = [Honey]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Maroon Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Maroon) = [Yes]> then\n set [skin v] to [Maroon]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Maroon) = [Yes]> then\n if <(Skin) = [Maroon]> then\n say [Selected]\n else\n say [Maroon]\n end\n end\n if <(A Maroon) = [0]> then\n say [Complete Level 4 to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Maroon) = [Yes]> then\n if <(Skin) = [Maroon]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Ninja Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Ninja) = [Yes]> then\n set [skin v] to [Ninja]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Ninja) = [Yes]> then\n if <(Skin) = [Ninja]> then\n say [Selected]\n else\n say [Ninja]\n end\n end\n if <(A Ninja) = [0]> then\n say [Complete Practice level in 25 seconds to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Ninja) = [Yes]> then\n if <(Skin) = [Ninja]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Ghost Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Ghost) = [Yes]> then\n set [skin v] to [Ghost]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Ghost) = [Yes]> then\n if <(Skin) = [Ghost]> then\n say [Selected]\n else\n say [Ghost]\n end\n end\n if <(A Ghost) = [0]> then\n say [Complete Level 1 in 45 seconds to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Ghost) = [Yes]> then\n if <(Skin) = [Ghost]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Carbon Fiber Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Carbon Fiber) = [Yes]> then\n set [skin v] to [Carbon Fiber]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Carbon Fiber) = [Yes]> then\n if <(Skin) = [Carbon Fiber]> then\n say [Selected]\n else\n say [Carbon Fiber]\n end\n end\n if <(A Carbon Fiber) = [0]> then\n say [Complete Level 2 in ? seconds to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Carbon Fiber) = [Yes]> then\n if <(Skin) = [Carbon Fiber]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Industrial Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Industrial) = [Yes]> then\n set [skin v] to [Industrial]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Industrial) = [Yes]> then\n if <(Skin) = [Industrial]> then\n say [Selected]\n else\n say [Industrial]\n end\n end\n if <(A Industrial) = [0]> then\n say [Complete Level 3 in 45 seconds to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Industrial) = [Yes]> then\n if <(Skin) = [Industrial]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Pirate Button\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen this sprite clicked\nif <(A Pirate) = [Yes]> then\n set [skin v] to [Pirate]\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <(A Pirate) = [Yes]> then\n if <(Skin) = [Pirate]> then\n say [Selected]\n else\n say [Pirate]\n end\n end\n if <(A Pirate) = [0]> then\n say [Complete Level 4 in 35 seconds to unlock]\n end\n else\n change size by (((80) - (size)) / (3))\n say []\n end\nend\n\nwhen I receive [skins v]\nshow\nforever\n if <(A Pirate) = [Yes]> then\n if <(Skin) = [Pirate]> then\n switch costume to (selected v)\n else\n switch costume to (unselected v)\n end\n else\n switch costume to (unknown v)\n end\nend\n\n@Unlock (Red,Coffee,Summer)\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nhide\n\ndefine Costume (?)\nif <(Area 1 filled) = [1]> then\n switch costume to (?)\n show\nelse\n hide\nend\n\nwhen I receive [level 2 complete v]\nforever\n Costume [Jungle Unlocked]\nend\n\nwhen I receive [level 3 complete v]\nforever\n Costume [Desert Unlocked]\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 4 complete v]\nforever\n Costume [Honey Unlocked]\nend\n\nwhen I receive [level 5 complete v]\nforever\n Costume [Maroon Unlocked]\nend\n\nwhen I receive [level 1 complete v]\nforever\n Costume [Winter Unlocked]\nend\n\nwhen flag clicked\nhide\n\n@Unlock (Ninja)\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nhide\n\ndefine Costume (?)\nif <(Area 2 filled) = [1]> then\n switch costume to (?)\n show\nelse\n hide\nend\nif <(Area 1 filled) = [1]> then\n go to x: (0) y: (-55)\nend\nif <(Area 1 filled) = [0]> then\n go to x: (0) y: (15)\nend\n\nwhen I receive [level 2 complete v]\nforever\n Costume [Ghost]\nend\n\nwhen I receive [level 3 complete v]\nforever\n Costume [Carbon Fiber]\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 1 complete v]\nforever\n Costume [Ninja]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 complete v]\nforever\n Costume [Industrial]\nend\n\nwhen I receive [level 5 complete v]\nforever\n Costume [Pirate]\nend\n\n@Shade\n\nwhen flag clicked\nhide\n\nwhen I receive [pause v]\nshow\n\nwhen I receive [resume v]\nhide\n\nwhen I receive [home v]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 1 2 v]\nhide\n\nwhen I receive [level 1 3 v]\nhide\n\nwhen I receive [level 2 2 v]\nhide\n\nwhen I receive [level 2 3 v]\nhide\n\n@Cover\n\nwhen flag clicked\nswitch costume to (black v)\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nwait (Seconds) seconds\nbroadcast (Animation v)\nwait (0.7) seconds\nbroadcast (Login Page v)\n\nwhen I receive [new game v]\n\nwhen I receive [animation v]\nshow\nAnimation\n\ndefine Animation\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nclear graphic effects\nhide\n\n@Load Circle\n\nwhen flag clicked\ngo to x: (-100) y: (-55)\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [login page v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [new game v]\ngo to x: (-100) y: (-55)\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [home v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game code v]\ngo to x: (0) y: (-50)\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [game code v]\nwait (Seconds) seconds\nstop [other scripts in sprite v]\nhide\n\n@Enemy 1\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nhide\n\nwhen I receive [action v]\nforever\n if <([backdrop name v] of [_stage_ v]) = [Level 1 3]> then\n glide (1.5) secs to x: (-115) y: (94)\n wait (1) seconds\n point in direction (90)\n glide (1.5) secs to x: (20) y: (94)\n wait (1) seconds\n point in direction (-90)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 2 2]> then\n glide (0.5) secs to x: (-225) y: (122)\n wait (1.5) seconds\n point in direction (90)\n glide (0.5) secs to x: (-179) y: (122)\n wait (1.5) seconds\n point in direction (-90)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 2 3]> then\n glide (1) secs to x: (-210) y: (-114)\n wait (1) seconds\n point in direction (90)\n glide (1) secs to x: (-100) y: (-114)\n wait (1) seconds\n point in direction (-90)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 3 2]> then\n glide (0.5) secs to x: (180) y: (-114)\n wait (1) seconds\n point in direction (-90)\n glide (0.5) secs to x: (120) y: (-114)\n wait (1) seconds\n point in direction (90)\n end\n if <([backdrop name v] of [_stage_ v]) = [Level 4]> then\n glide (1) secs to x: (20) y: (-11)\n wait (1) seconds\n point in direction (-90)\n glide (1) secs to x: (-120) y: (-11)\n wait (1) seconds\n point in direction (90)\n end\nend\n\nwhen I receive [level 1 3 v]\ngo to x: [20] go to y: [94] direction: [-90]\n\nwhen I receive [action v]\nforever\n switch costume to (costume1 v)\n wait (0.15) seconds\n switch costume to (costume2 v)\n wait (0.15) seconds\nend\n\nwhen I receive [action v]\nforever\n if <touching (fighting animation v)?> then\n switch costume to (costume3 v)\n wait until <not <touching (fighting animation v)?>>\n stop [other scripts in sprite v]\n hide\n end\n if <touching (player v)?> then\n broadcast (Dying v)\n end\nend\n\nwhen I receive [resume v]\nif <([backdrop name v] of [_stage_ v]) = [Level 1 3]> then\n go to x: [20] go to y: [94] direction: [-90]\nend\nif <([backdrop name v] of [_stage_ v]) = [Level 2 2]> then\n go to x: [-179] go to y: [122] direction: [-90]\nend\nif <([backdrop name v] of [_stage_ v]) = [Level 2 3]> then\n go to x: [-100] go to y: [-114] direction: [-90]\nend\nif <([backdrop name v] of [_stage_ v]) = [Level 3 2]> then\n go to x: [120] go to y: [-114] direction: [-90]\nend\nif <([backdrop name v] of [_stage_ v]) = [Level 4]> then\n go to x: [20] go to y: [-11] direction: [-90]\nend\n\nwhen I receive [pause v]\nstop [other scripts in sprite v]\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 2 2 v]\ngo to x: [-179] go to y: [122] direction: [-90]\n\nwhen I receive [level 2 3 v]\ngo to x: [-100] go to y: [-114] direction: [-90]\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 3 2 v]\ngo to x: [120] go to y: [-114] direction: [-90]\n\ndefine go to x: (x) go to y: (y) direction: (d)\ngo to x: (x) y: (y)\npoint in direction (d)\nbroadcast (Action v)\nshow\n\nwhen I receive [level 4 v]\ngo to x: [20] go to y: [-11] direction: [-90]\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 4 2 v]\nstop [other scripts in sprite v]\nhide\n\n@Bubble\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (pick random (40) to (90)) %\n\nwhen I start as a clone\nrepeat until <<<touching (level v)?> and <touching (spikes v)?>> or <not <touching (water v)?>>>\n change x by (pick random (1) to (3))\n wait (pick random (0) to (0.5)) seconds\n change x by (pick random (-1) to (-3))\n wait (pick random (0) to (0.5)) seconds\nend\n\nwhen I start as a clone\nrepeat until <<touching (level v)?> or <not <touching (water v)?>>>\n switch costume to (costume1 v)\n change y by (2)\nend\nswitch costume to (costume2 v)\nwait (0.1) seconds\nhide\ndelete this clone\n\nwhen I receive [level 1 v]\nforever\n Cloning\nend\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level 1 complete v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level 2 complete v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level 3 complete v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Cloning\nhide\ngo to (player v)\nif <(Touching water) = [1]> then\n wait (pick random (0.1) to (0.7)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [level 2 v]\nforever\n Cloning\nend\n\nwhen I receive [level 3 v]\nforever\n Cloning\nend\n\nwhen I receive [level 4 v]\nforever\n Cloning\nend\n\nwhen I receive [level 5 v]\nforever\n Cloning\nend\n\nwhen I receive [level 4 complete v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level 5 complete v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Customize C\n\nwhen flag clicked\nswitch costume to (on v)\nhide\nforever\n set [volume v] to (volume)\n if <(costume [name v]) = [On]> then\n set volume to (100) %\n end\n if <(costume [name v]) = [Off]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nwhen I receive [home v]\nhide\n\nwhen I receive [code volume 100 v]\nswitch costume to (on v)\n\nwhen I receive [code volume 0 v]\nswitch costume to (off v)\n\n@Login\n\nwhen I receive [login page v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Login v)\nhide\n\nwhen I receive [new game v]\nhide\n\n@New Game\n\nwhen I receive [login page v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [login v]\nhide\n\nwhen this sprite clicked\nbroadcast (New Game v)\nhide\n\n
-------------------------CONTROLS------------------------\n>WASD or arrow keys to move\n>Space or click to attack\n>Mobile version coming soon\n\n--------------------------UPDATES-------------------------\n>New levels: Level 3, Level 4\n>Game code and login feature added\n>New skins: Honey, Maroon, Carbon Fiber, Industrial, Pirate\n\n-------------------------BUG FIXES------------------------\n>Key repeating bug fixed\n>Killed by retracting spikes bug fixed\n\n--------------------------CREDITS--------------------------\n>Thanks for @FUNUT for the YouTube Scratch tutorial.\n>Thanks for Infraction for the copyright-free music.
3D Platformer 100%PEN !!(スマホ対応)モチモチスライム
@Stage\n\n@PEN\n\ndefine 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\nset [x v] to (x)\nset [x2 v] to (x2)\nset [y v] to (y)\nset [y2 v] to (y2)\nif <not <(x) = (x2)>> then\n set [変化の割合 v] to (((y2) - (y)) / ((x2) - (x)))\n set [切片 v] to ((y) - ((変化の割合) * (x)))\n if <(x) > [240]> then\n set [y v] to (((変化の割合) * (240)) + (切片))\n end\n if <[-240] > (x)> then\n set [y v] to (((変化の割合) * (-240)) + (切片))\n end\n if <(y) > [180]> then\n set [x v] to (((180) - (切片)) / (変化の割合))\n end\n if <[-180] > (y)> then\n set [x v] to (((-180) - (切片)) / (変化の割合))\n end\n if <(x2) > [240]> then\n set [y2 v] to (((変化の割合) * (240)) + (切片))\n end\n if <[-240] > (x2)> then\n set [y2 v] to (((変化の割合) * (-240)) + (切片))\n end\n if <(y2) > [180]> then\n set [x2 v] to (((180) - (切片)) / (変化の割合))\n end\n if <[-180] > (y2)> then\n set [x2 v] to (((-180) - (切片)) / (変化の割合))\n end\nend\nif <not <<<(x) < [-239]> and <(x2) < [-239]>> or <<[239] < (x)> and <[239] < (x2)>>>> then\n if <not <<<(y) < [-179]> and <(y2) < [-179]>> or <<[179] < (y)> and <[179] < (y2)>>>> then\n pen up\n go to x: (x) y: (y)\n set pen size to (太さ)\n pen down\n go to x: (x2) y: (y2)\n end\nend\n\ndefine 裏面なしの線を引く (x) (y) (z) 、 (x2) (y2) (z2) 太さ (太さ) モード (0~4)\n二次元化 (x) (y) (z) 、 (x2) (y2) (z2) 線を引く [0] 太さ (太さ)\nif <<<(x) < (x2)> and <not <(0~4) = [3]>>> and <not <(0~4) = [4]>>> then\n if <(0~4) = [1]> then\n if <(y) < ((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (z)) / (視力))))> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\n end\n if <(0~4) = [2]> then\n if <((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (z)) / (視力)))) < (y)> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\n end\n if <(0~4) = [0]> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\nend\nif <(0~4) = [3]> then\n if <(y) < (y)> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\nend\nif <(0~4) = [4]> then\n if <(y) < (y)> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\n end\nend\n\ndefine 壁 (縦) ✖ (横) を (x) 、 (y) 、に作る (色) 色\nif <<[400] > ([abs v] of (x) )> or <[400] > ([abs v] of ((x) + (横)) )>> then\n if <(色) = [1]> then\n set pen color to (#390be6)\n set pen (color v) to (115)\n set pen (brightness v) to (100)\n set pen (saturation v) to (40)\n end\n if <(色) = [2]> then\n set pen color to (#ff8c00)\n set pen (saturation v) to (40)\n end\n if <(色) = [3]> then\n set pen color to (#5ed200)\n set pen (saturation v) to (40)\n set pen (brightness v) to (100)\n end\n if <(色) = [4]> then\n set pen color to (#e60909)\n set pen (saturation v) to (40)\n set pen (brightness v) to (100)\n end\n if <(色) = [5]> then\n set pen color to (#e609ab)\n set pen (saturation v) to (40)\n set pen (brightness v) to (100)\n end\n add (色) to [色 v]\n add (色) to [色 v]\n add (色) to [色 v]\n add (色) to [色 v]\n add ((x) - ((太さ) / (2))) to [x v]\n add ((y) - ((太さ) / (2))) to [y v]\n add (((x) + (横)) + ((太さ) / (2))) to [x2 v]\n add ((y) - ((太さ) / (2))) to [y2 v]\n add (((x) + (横)) + ((太さ) / (2))) to [x v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y v]\n add (((x) + (横)) + ((太さ) / (2))) to [x2 v]\n add ((y) - ((太さ) / (2))) to [y2 v]\n add ((x) - ((太さ) / (2))) to [x v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y v]\n add (((x) + (横)) + ((太さ) / (2))) to [x2 v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y2 v]\n add ((x) - ((太さ) / (2))) to [x v]\n add (((y) + (縦)) + ((太さ) / (2))) to [y v]\n add ((x) - ((太さ) / (2))) to [x2 v]\n add ((y) - ((太さ) / (2))) to [y2 v]\n set [塗りつぶし用変数 v] to [0]\n repeat ([abs v] of ([floor v] of (((y) - ((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (100)) / (視力))))) / (太さ)) ) )\n change [塗りつぶし用変数 v] by (太さ)\n 二次元化 (x) (y) [100] 、 [] [] [100] 線を引く [0] 太さ []\n set [変化の割合 v] to (((y) - (y)) / ((x) - (x)))\n set [切片 v] to ((y) - ((変化の割合) * (x)))\n 二次元化 ((x) + (横)) (y) [100] 、 [] [] [] 線を引く [] 太さ []\n set [変化の割合2 v] to (((y) - (y)) / (((x) + (横)) - (x)))\n set [切片2 v] to ((y) - ((変化の割合2) * (x)))\n 裏面なしの線を引く ((((y) - (塗りつぶし用変数)) - (切片)) / (変化の割合)) ((y) - (塗りつぶし用変数)) [0.01] 、 ((((y) - (塗りつぶし用変数)) - (切片2)) / (変化の割合2)) ((y) - (塗りつぶし用変数)) [0.01] 太さ (太さ) モード [2]\n end\n set [塗りつぶし用変数 v] to [0]\n repeat ([abs v] of ([floor v] of ((((y) + (縦)) - ((カメラ歪みy) + ((((y) + (縦)) - (カメラ歪みy)) * (((視力) - (100)) / (視力))))) / (太さ)) ) )\n 二次元化 (x) ((y) + (縦)) [100] 、 [] [] [100] 線を引く [0] 太さ []\n set [変化の割合 v] to ((((y) + (縦)) - (y)) / ((x) - (x)))\n set [切片 v] to ((y) - ((変化の割合) * (x)))\n 二次元化 ((x) + (横)) ((y) + (縦)) [100] 、 [] [] [] 線を引く [] 太さ []\n set [変化の割合2 v] to ((((y) + (縦)) - (y)) / (((x) + (横)) - (x)))\n set [切片2 v] to ((y) - ((変化の割合2) * (x)))\n 裏面なしの線を引く (((((y) + (縦)) - (塗りつぶし用変数)) - (切片)) / (変化の割合)) (((y) + (縦)) - (塗りつぶし用変数)) [0.001] 、 (((((y) + (縦)) - (塗りつぶし用変数)) - (切片2)) / (変化の割合2)) (((y) + (縦)) - (塗りつぶし用変数)) [0.001] 太さ (太さ) モード [1]\n change [塗りつぶし用変数 v] by ((-1) * (太さ))\n end\n set [塗りつぶし用変数 v] to [0]\n repeat (([floor v] of ((縦) / (太さ)) ) + (1))\n 裏面なしの線を引く (x) (((y) + (縦)) - (塗りつぶし用変数)) [100] 、 (x) (((y) + (縦)) - (塗りつぶし用変数)) [0] 太さ (太さ) モード [0]\n change [塗りつぶし用変数 v] by (太さ)\n end\n set [塗りつぶし用変数 v] to [0]\n 裏面なしの線を引く (x) (y) [100] 、 (x) (y) [0] 太さ (太さ) モード [0]\n repeat (([floor v] of ((縦) / (太さ)) ) + (1))\n 裏面なしの線を引く ((x) + (横)) (((y) + (縦)) - (塗りつぶし用変数)) [0] 、 ((x) + (横)) (((y) + (縦)) - (塗りつぶし用変数)) [100] 太さ (太さ) モード [0]\n change [塗りつぶし用変数 v] by (太さ)\n end\n 裏面なしの線を引く ((x) + (横)) (y) [100] 、 ((x) + (横)) (y) [0] 太さ (太さ) モード [0]\n set [塗りつぶし用変数 v] to [0]\n repeat (([floor v] of ((縦) / (太さ)) ) + (1))\n 裏面なしの線を引く (x) (((y) + (縦)) - (塗りつぶし用変数)) [0] 、 ((x) + (横)) (((y) + (縦)) - (塗りつぶし用変数)) [0] 太さ (太さ) モード [0]\n change [塗りつぶし用変数 v] by (太さ)\n end\n 裏面なしの線を引く (x) (y) [0] 、 ((x) + (横)) (y) [0] 太さ (太さ) モード [0]\n change pen (saturation v) by (70)\n 裏面なしの線を引く (x) ((y) + (縦)) [100] 、 (x) ((y) + (縦)) [0.001] 太さ (太さ) モード [0]\n 裏面なしの線を引く (x) (y) [100] 、 (x) (y) [0.001] 太さ (太さ) モード [0]\n 裏面なしの線を引く (x) (y) [100] 、 (x) ((y) + (縦)) [99.999] 太さ (太さ) モード [0]\n 裏面なしの線を引く (x) (y) [100] 、 ((x) + (横)) (y) [100] 太さ (太さ) モード [4]\n 裏面なしの線を引く ((x) + (横)) ((y) + (縦)) [0.001] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [0]\n 裏面なしの線を引く ((x) + (横)) (y) [0.001] 、 ((x) + (横)) (y) [100] 太さ (太さ) モード [0]\n 裏面なしの線を引く ((x) + (横)) (y) [99.999] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [0]\n 裏面なしの線を引く ((x) + (横)) (y) [100] 、 (x) (y) [100] 太さ (太さ) モード [4]\n 裏面なしの線を引く (x) ((y) + (縦)) [100] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [3]\n 二次元化 (x) (y) [0] 、 (x) ((y) + (縦)) [0] 線を引く [1] 太さ (太さ)\n 二次元化 (x) (y) [0] 、 ((x) + (横)) (y) [0] 線を引く [1] 太さ (太さ)\n 二次元化 (x) ((y) + (縦)) [0] 、 ((x) + (横)) ((y) + (縦)) [0] 線を引く [1] 太さ (太さ)\n 二次元化 ((x) + (横)) (y) [0] 、 ((x) + (横)) ((y) + (縦)) [0] 線を引く [1] 太さ (太さ)\n 裏面なしの線を引く (x) (y) [0.001] 、 (x) (y) [100] 太さ (太さ) モード [4]\n 裏面なしの線を引く (x) ((y) + (縦)) [0.001] 、 (x) ((y) + (縦)) [100] 太さ (太さ) モード [3]\n 裏面なしの線を引く ((x) + (横)) (y) [0.001] 、 ((x) + (横)) (y) [100] 太さ (太さ) モード [4]\n 裏面なしの線を引く ((x) + (横)) ((y) + (縦)) [0.001] 、 ((x) + (横)) ((y) + (縦)) [100] 太さ (太さ) モード [3]\n change pen (saturation v) by (-70)\nend\n\ndefine 二次元化 (x) (y) (z) 、 (x2) (y2) (z2) 線を引く (0or1) 太さ (太さ)\nset [x v] to ((x) * (((視力) - (z)) / (視力)))\nset [y v] to ((カメラ歪みy) + (((y) - (カメラ歪みy)) * (((視力) - (z)) / (視力))))\nset [x2 v] to ((x2) * (((視力) - (z2)) / (視力)))\nset [y2 v] to ((カメラ歪みy) + (((y2) - (カメラ歪みy)) * (((視力) - (z2)) / (視力))))\nif <(((視力) - (z)) / (視力)) < [0]> then\n set [x v] to [0]\n set [y v] to (カメラ歪みy)\nend\nif <(((視力) - (z2)) / (視力)) < [0]> then\n set [x2 v] to [0]\n set [y2 v] to (カメラ歪みy)\nend\nif <(0or1) = [1]> then\n 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\nend\n\ndefine 描画\nset [当たり判定 v] to [0]\ngo to x: (0) y: (0)\nerase all\nset pen color to (#390be6)\nset pen size to (999)\nset pen (color v) to (60)\nset pen (saturation v) to (82)\nset pen (brightness v) to (69)\npen down\n雲描画\nset pen color to (#390be6)\nset pen (brightness v) to (100)\nset pen (saturation v) to (40)\nset pen (color v) to (115)\ndelete all of [x v]\ndelete all of [x2 v]\ndelete all of [y v]\ndelete all of [y2 v]\ndelete all of [色 v]\nif <(ステージ) = [1]> then\n 壁 [50] ✖ [360] を ((0) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [180] を ((600) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [180] を ((600) - (カメラ横)) 、 ((180) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [180] を ((900) - (カメラ横)) 、 ((90) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [300] を ((900) - (カメラ横)) 、 ((270) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((1300) - (カメラ横)) 、 ((350) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((1500) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [500] を ((1850) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [1] 色\n 壁 [310] ✖ [50] を ((2450) - (カメラ横)) 、 ((400) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [250] を ((2200) - (カメラ横)) 、 ((350) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [300] を ((2050) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [200] を ((1900) - (カメラ横)) 、 ((350) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2450) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2700) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((2900) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3100) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3300) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3500) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((3800) - (カメラ横)) 、 ((150) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [100] を ((4000) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [250] を ((4200) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [1] 色\n 壁 [50] ✖ [50] を ((4350) - (カメラ横)) 、 ((350) - (カメラ縦)) 、に作る [3] 色\nend\nif <(ステージ) = [2]> then\n 壁 [50] ✖ [360] を ((0) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [300] を ((500) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [50] を ((600) - (カメラ横)) 、 ((50) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [50] を ((900) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [150] を ((1100) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [50] を ((1150) - (カメラ横)) 、 ((250) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((1400) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [100] を ((1600) - (カメラ横)) 、 ((200) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [100] を ((1700) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [200] を ((1900) - (カメラ横)) 、 ((100) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [200] を ((1900) - (カメラ横)) 、 ((-100) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [200] を ((2200) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [200] を ((2600) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [100] を ((2600) - (カメラ横)) 、 ((150) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [150] を ((3050) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [150] を ((3050) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [800] を ((3400) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [2] 色\n 壁 [50] ✖ [50] を ((4050) - (カメラ横)) 、 ((150) - (カメラ縦)) 、に作る [3] 色\nend\nif <(ステージ) = [3]> then\n 壁 [50] ✖ [360] を ((0) - (カメラ横)) 、 ((0) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [300] を ((500) - (カメラ横)) 、 (((225) - (カメラ縦)) + ((-100) * (動くブロック))) 、に作る [5] 色\n 壁 [50] ✖ [300] を ((1000) - (カメラ横)) 、 (((150) - (カメラ縦)) + ((100) * (動くブロック))) 、に作る [5] 色\n 壁 [100] ✖ [50] を ((1050) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を (((1300) - (カメラ横)) + ((150) * (動くブロック))) 、 ((300) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [100] を (((1700) - (カメラ横)) + ((-150) * (動くブロック))) 、 ((300) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [300] を ((1900) - (カメラ横)) 、 ((300) - (カメラ縦)) 、に作る [5] 色\n 壁 [100] ✖ [50] を ((2000) - (カメラ横)) 、 (((350) - (カメラ縦)) + ((200) * (動くブロック))) 、に作る [4] 色\n 壁 [100] ✖ [50] を ((2000) - (カメラ横)) 、 (((350) - (カメラ縦)) + ((200) * (動くブロック))) 、に作る [4] 色\n 壁 [50] ✖ [100] を (((2200) - (カメラ横)) + ((200) * (動くブロック))) 、 (((350) - (カメラ縦)) + ((100) * (動くブロック))) 、に作る [5] 色\n 壁 [50] ✖ [100] を ((2600) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [100] を ((2600) - (カメラ横)) 、 (((550) - (カメラ縦)) + ((200) * (動くブロック))) 、に作る [4] 色\n 壁 [50] ✖ [100] を (((2800) - (カメラ横)) + ((100) * (動くブロック))) 、 ((550) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [100] を ((3100) - (カメラ横)) 、 (((550) - (カメラ縦)) + ((-1200) * (動くブロック))) 、に作る [5] 色\n 壁 [50] ✖ [100] を ((3300) - (カメラ横)) 、 (((950) - (カメラ縦)) + ((-500) * (動くブロック))) 、に作る [5] 色\n 壁 [50] ✖ [100] を (((3500) - (カメラ横)) + ((100) * (動くブロック))) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [200] を ((3800) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [50] を (((3800) - (カメラ横)) + ((150) * (動くブロック))) 、 ((550) - (カメラ縦)) 、に作る [4] 色\n 壁 [50] ✖ [100] を ((4100) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [250] を ((4100) - (カメラ横)) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 ((150) + ((-100) * (動くブロック))) ✖ [50] を ((4200) - (カメラ横)) 、 (((550) - (カメラ縦)) + ((100) * (動くブロック))) 、に作る [4] 色\n 壁 [50] ✖ ((250) + ((-200) * (動くブロック))) を (((4500) - (カメラ横)) + ((100) * (動くブロック))) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ ((250) + ((-200) * (動くブロック))) を (((4900) - (カメラ横)) + ((100) * (動くブロック))) 、 ((500) - (カメラ縦)) 、に作る [5] 色\n 壁 [50] ✖ [50] を ((4800) - (カメラ横)) 、 (((550) - (カメラ縦)) + ((1500) * (動くブロック))) 、に作る [4] 色\n 壁 [50] ✖ [50] を (((5350) - (カメラ横)) + ((-200) * (動くブロック))) 、 (((200) - (カメラ縦)) + ((700) * (動くブロック))) 、に作る [3] 色\nend\n\ndefine 移動\nset [ジャンプする v] to [0]\nset [移動する v] to [0]\nif <mouse down?> then\n if <[10] < (mouse y)> then\n set [ジャンプする v] to [1]\n end\n if <[20] < ([abs v] of (mouse x) )> then\n if <[0] < (mouse x)> then\n set [移動する v] to [1]\n else\n set [移動する v] to [2]\n end\n end\nend\nset [当たり判定 v] to [0]\n当たり判定\nif <(当たり判定) = [1]> then\n change [プレーヤー縦 v] by (20)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [0]> then\n change [プレーヤー縦 v] by (-20)\n set [当たり判定 v] to [0]\n 当たり判定\n repeat until <(当たり判定) = [0]>\n change [プレーヤー縦 v] by (1)\n change [カメラ縦 v] by (1)\n set [当たり判定 v] to [0]\n 当たり判定\n end\n else\n change [プレーヤー縦 v] by (-20)\n repeat until <(当たり判定) = [0]>\n change [プレーヤー横 v] by ((-1) * (進んでいる方向))\n set [当たり判定 v] to [0]\n 当たり判定\n end\n change [カメラ横 v] by (プレーヤー横)\n change [カメラ縦 v] by (プレーヤー縦)\n set [歩行加速 v] to [0]\n end\nend\nchange [プレーヤー縦 v] by (-3)\nset [当たり判定 v] to [0]\n当たり判定\nif <(当たり判定) = [1]> then\n change [プレーヤー縦 v] by (3)\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n if <<key (up arrow v) pressed?> or <(ジャンプする) = [1]>> then\n set [重力加速 v] to [20]\n change [プレーヤー縦 v] by (重力加速)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [0]> then\n start sound [Jump2 v]\n change [カメラ縦 v] by (プレーヤー縦)\n else\n set [重力加速 v] to [0]\n end\n end\nelse\n change [プレーヤー縦 v] by (3)\n if <[-16] < (重力加速)> then\n change [重力加速 v] by (-2)\n end\n change [プレーヤー縦 v] by (重力加速)\n set [当たり判定 v] to [0]\n 当たり判定\n if <(当たり判定) = [1]> then\n repeat until <(当たり判定) = [0]>\n set [当たり判定 v] to [0]\n 当たり判定\n change [プレーヤー縦 v] by ((-1) * (ジャンプした))\n end\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n change [重力加速 v] by ((-2) * ((重力加速) / ([abs v] of (重力加速) )))\n end\n change [カメラ縦 v] by (プレーヤー縦)\nend\nif <[0] < (重力加速)> then\n set [ジャンプした v] to [1]\nend\nif <(重力加速) < [0]> then\n set [ジャンプした v] to [-1]\nend\nset [プレーヤー縦 v] to [0]\nset [当たり判定 v] to [0]\n当たり判定\nif <<key (right arrow v) pressed?> or <(移動する) = [1]>> then\n set [向き v] to [1]\n if <(歩行加速) < [12]> then\n change [歩行加速 v] by (1)\n end\nend\nif <<key (left arrow v) pressed?> or <(移動する) = [2]>> then\n set [向き v] to [-1]\n if <[-12] < (歩行加速)> then\n change [歩行加速 v] by (-1)\n end\nend\nif <[0] < (歩行加速)> then\n set [進んでいる方向 v] to [1]\nend\nif <(歩行加速) < [0]> then\n set [進んでいる方向 v] to [-1]\nend\nif <not <<<key (right arrow v) pressed?> or <(移動する) = [1]>> or <<key (left arrow v) pressed?> or <(移動する) = [2]>>>> then\n change [歩行加速 v] by ((-1) * (([abs v] of (歩行加速) ) / (歩行加速)))\nend\nchange [カメラ横 v] by (歩行加速)\nset [当たり判定 v] to [0]\nset [プレーヤー横 v] to [0]\nset [プレーヤー縦 v] to [0]\nset [プレーヤーの圧縮 v] to ((((1.5) - ((重力加速) / (15))) * (50)) + (25))\nif <(カメラ縦) < [-200]> then\n broadcast (ゲームオーバー v)\nend\n\ndefine 当たり判定 (x) (y) 、 (x2) (y2)\nset [変化の割合 v] to (((y) - (y2)) / ((x) - (x2)))\nset [切片 v] to ((y) - ((変化の割合) * (x)))\nset [当たり判定用変数 v] to [0]\nrepeat (length of [x v])\n change [当たり判定用変数 v] by (1)\n if <(item (当たり判定用変数) of [x v]) = (item (当たり判定用変数) of [x2 v])> then\n if <not <(x) = (x2)>> then\n set [y v] to (((変化の割合) * (item (当たり判定用変数) of [x v])) + (切片))\n set [x v] to (item (当たり判定用変数) of [x v])\n if <(y) < ((((item (当たり判定用変数) of [y2 v]) + (item (当たり判定用変数) of [y v])) / (2)) + (([abs v] of ((item (当たり判定用変数) of [y2 v]) - (item (当たり判定用変数) of [y v])) ) / (2)))> then\n if <(y) > ((((item (当たり判定用変数) of [y2 v]) + (item (当たり判定用変数) of [y v])) / (2)) - (([abs v] of ((item (当たり判定用変数) of [y2 v]) - (item (当たり判定用変数) of [y v])) ) / (2)))> then\n if <(x) > ((((x2) + (x)) / (2)) - (([abs v] of ((x2) - (x)) ) / (2)))> then\n if <(x) < ((((x2) + (x)) / (2)) + (([abs v] of ((x2) - (x)) ) / (2)))> then\n set [当たり判定 v] to [1]\n if <(item (当たり判定用変数) of [色 v]) = [4]> then\n set [リスポーンした時間 v] to (timer)\n broadcast (ゲームオーバー v)\n end\n if <(item (当たり判定用変数) of [色 v]) = [3]> then\n broadcast (次のステージ v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n else\n set [変化の割合2 v] to (((item (当たり判定用変数) of [y v]) - (item (当たり判定用変数) of [y2 v])) / ((item (当たり判定用変数) of [x v]) - (item (当たり判定用変数) of [x2 v])))\n set [切片2 v] to ((item (当たり判定用変数) of [y v]) - ((変化の割合2) * (item (当たり判定用変数) of [x v])))\n set [x v] to (((切片2) - (切片)) / ((変化の割合) - (変化の割合2)))\n set [y v] to (((変化の割合) * (x)) + (切片))\n if <(y) < ((((y) + (y2)) / (2)) + (([abs v] of ((y) - (y2)) ) / (2)))> then\n if <(y) > ((((y) + (y2)) / (2)) - (([abs v] of ((y) - (y2)) ) / (2)))> then\n if <(x) < ((((item (当たり判定用変数) of [x v]) + (item (当たり判定用変数) of [x2 v])) / (2)) + (([abs v] of ((item (当たり判定用変数) of [x v]) - (item (当たり判定用変数) of [x2 v])) ) / (2)))> then\n if <(x) > ((((item (当たり判定用変数) of [x v]) + (item (当たり判定用変数) of [x2 v])) / (2)) - (([abs v] of ((item (当たり判定用変数) of [x v]) - (item (当たり判定用変数) of [x2 v])) ) / (2)))> then\n set [当たり判定 v] to [1]\n if <(item (当たり判定用変数) of [色 v]) = [4]> then\n set [リスポーンした時間 v] to (timer)\n broadcast (ゲームオーバー v)\n end\n if <(item (当たり判定用変数) of [色 v]) = [3]> then\n broadcast (次のステージ v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\ndefine プレーヤー\npen up\ngo to x: (0) y: (0)\nset pen color to (#ffffff)\nset pen size to (2)\npoint in direction (0)\npen up\nrepeat (180)\n move (20) steps\n set y to ((y position) * ((プレーヤーの圧縮) / (100)))\n pen down\n go to x: (0) y: (0)\n turn right (2) degrees\n pen up\nend\npen up\nset pen color to (#00ffff)\npoint in direction (0)\nrepeat (180)\n move (15) steps\n set y to ((y position) * ((プレーヤーの圧縮) / (100)))\n pen down\n go to x: (0) y: (0)\n turn right (2) degrees\n pen up\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nmove ((8) * (向き)) steps\nchange y by (4)\nset y to ((y position) * ((プレーヤーの圧縮) / (100)))\nset pen color to (#ffffff)\nset pen size to (14)\npen down\npen up\nset pen color to (#000000)\nset pen size to (8)\npen down\npen up\ngo to x: (0) y: (0)\npoint in direction (90)\nmove ((14) * (向き)) steps\nchange y by (-6)\nset y to ((y position) * ((プレーヤーの圧縮) / (100)))\n\ndefine 当たり判定\n当たり判定 ((プレーヤー横) - (20)) (プレーヤー縦) 、 (プレーヤー横) ((プレーヤー縦) - (20))\n当たり判定 ((プレーヤー横) + (20)) (プレーヤー縦) 、 (プレーヤー横) ((プレーヤー縦) - (20))\n当たり判定 ((プレーヤー横) - (20)) (プレーヤー縦) 、 (プレーヤー横) ((プレーヤー縦) + (20))\n当たり判定 ((プレーヤー横) + (20)) (プレーヤー縦) 、 (プレーヤー横) ((プレーヤー縦) + (20))\n\ndefine 雲描画\nchange [雲のx v] by (-2)\nset pen color to (#b9cae4)\n線を引く (雲のx) (雲のY) 、 ((雲のx) + (120)) (雲のY) 太さ [30]\n線を引く ((雲のx) + (20)) ((雲のY) + (20)) 、 ((雲のx) + (100)) ((雲のY) + (20)) 太さ [30]\nif <(雲のx) < [-400]> then\n set [雲のx v] to [300]\n set [雲のy v] to (pick random (50) to (140))\nend\nchange [雲2x v] by (-2)\nset pen color to (#b9cae4)\n線を引く (雲2x) (雲2y) 、 ((雲2x) + (120)) (雲2y) 太さ [30]\n線を引く ((雲2x) + (20)) ((雲2y) + (20)) 、 ((雲2x) + (100)) ((雲2y) + (20)) 太さ [30]\nif <(雲2x) < [-400]> then\n set [雲2x v] to [300]\n set [雲2y v] to (pick random (50) to (140))\nend\n\ndefine 枠\npen up\nset pen color to (#ffffff)\nset pen size to (16)\ngo to x: (-240) y: (-180)\npoint in direction (90)\npen down\nrepeat (2)\n move (480) steps\n turn left (90) degrees\n move (360) steps\n turn left (90) degrees\nend\npen up\n\nwhen I receive [ゲームオーバー v]\nset [リスポーンした時間 v] to (timer)\nset [ゲームオーバーx v] to ((カメラ横) - (100))\nset [ゲームオーバーy v] to ((カメラ縦) - (100))\nrepeat until <<(([abs v] of (カメラ縦) ) - (200)) < [10]> and <(([abs v] of (カメラ横) ) - (200)) < [10]>>\n set [重力加速 v] to [0]\n set [歩行加速 v] to [0]\n 描画\n 枠\n if <[300] < (round ((ゲームオーバーx) * (0.1)))> then\n set [ゲームオーバーx v] to ((ゲームオーバーx) - (300))\n set [ゲームオーバーy v] to ((ゲームオーバーy) * (0.99))\n else\n set [ゲームオーバーx v] to ((ゲームオーバーx) * (0.9))\n set [ゲームオーバーy v] to ((ゲームオーバーy) * (0.9))\n end\n set [カメラ横 v] to ((ゲームオーバーx) + (200))\n set [カメラ縦 v] to ((ゲームオーバーy) + (200))\nend\nset [カメラ横 v] to [200]\nset [カメラ縦 v] to [200]\n\ndefine 繰り返す\n描画\n移動\nプレーヤー\n枠\n\nwhen flag clicked\nreset timer\nstop [other scripts in sprite v]\nset [ステージ v] to [1]\nbroadcast (BGM v)\nbroadcast (スタート v)\nset [動くブロック v] to [0]\n\nwhen I receive [bgm v]\nplay sound [魔王魂 音楽 v] until done\nbroadcast (BGM v)\n\nwhen I receive [次のステージ v]\nif <[1] < (timer)> then\n stop [other scripts in sprite v]\n if <(ステージ) = [2]> then\n set [リスポーンした時間 v] to (timer)\n set [☁ user clear time v] to (timer)\n プレーヤー\n play sound [Win v] until done\n pen up\n go to x: (0) y: (0)\n set [カメラ横 v] to [200]\n set [カメラ縦 v] to [200]\n say (join [Clear time ] ((round ((☁ User Clear time) * (100))) / (100))) for (1) seconds\n say [Next stage !!] for (1) seconds\n pen up\n go to x: (0) y: (0)\n set pen color to (#000000)\n set pen (transparency v) to (100)\n repeat (40)\n set pen size to (999)\n change pen (transparency v) by (-1)\n pen down\n end\n change [ステージ v] by (1)\n set [プレーヤー縦 v] to [200]\n set [プレーヤー横 v] to [200]\n broadcast (スタート v)\n broadcast (BGM v)\n else\n if <(ステージ) = [3]> then\n set [☁ extra stage clear time v] to ((timer) - (リスポーンした時間))\n プレーヤー\n play sound [Win v] until done\n say [GOAL !!] for (4) seconds\n go to x: (0) y: (0)\n forever\n set [カメラ横 v] to [200]\n set [カメラ縦 v] to [200]\n say (join [Extra stage Clear time ] (☁ Extra stage Clear time)) for (4) seconds\n say [♡Thank you for playing !☆] for (4) seconds\n say [♡プレイしてくれてありがとう!☆] for (4) seconds\n end\n else\n set [リスポーンした時間 v] to (timer)\n stop [other scripts in sprite v]\n play sound [Win v] until done\n pen up\n go to x: (0) y: (0)\n set pen color to (#000000)\n set pen (transparency v) to (100)\n repeat (40)\n set pen size to (999)\n change pen (transparency v) by (-1)\n pen down\n end\n change [ステージ v] by (1)\n set [プレーヤー縦 v] to [200]\n set [プレーヤー横 v] to [200]\n broadcast (スタート v)\n broadcast (BGM v)\n end\n end\nend\n\nwhen I receive [スタート v]\nset volume to (50) %\nset [雲のx v] to [300]\nset [雲のy v] to (pick random (50) to (140))\nset [雲2x v] to [700]\nset [雲2y v] to (pick random (50) to (140))\nset [視力 v] to [320]\nset pen (transparency v) to (0)\nset [太さ v] to [16]\nset [歩行加速 v] to [0]\nset [向き v] to [1]\nset [進んでいる方向 v] to [1]\nset [カメラ縦 v] to [200]\nset [カメラ横 v] to [200]\nset [重力加速 v] to [0]\nset [歩行加速 v] to [0]\nforever\n 繰り返す\nend\n\nwhen I receive [スタート v]\nset [ゲームオーバー v] to [0]\nforever\n repeat until <[0.999] < (動くブロック)>\n set [動くブロック用変数 v] to ((動くブロック) - (1))\n set [動くブロック v] to (((動くブロック用変数) * (0.9)) + (1))\n end\n repeat until <([abs v] of (動くブロック) ) < [0.001]>\n set [動くブロック v] to ((動くブロック) * (0.9))\n end\nend\n\nwhen I receive [ゲームオーバー v]\nif <(ゲームオーバー) = [0]> then\n set [ゲームオーバー v] to [1]\n start sound [Oops2 v]\nend\nwait (1) seconds\nset [ゲームオーバー v] to [0]\n\n@スプライト1\n\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n
100% PEN 3D Scroll Game!! ♡☆\n緑色がゴール。\n赤色に触れたらリスタート。\n矢印キーまたはマウスorタップで操作。\n製作者の記録は\nノーマルステージでは36.266秒で、\nエキストラステージでは53.869秒です。\nエクストラステージクリア者↓\n(先着10名)\n@neko808\n@knt2011\n@Icetabetai\n@turkey07\n@waryu\n@spaoa\n@harusinn\n@tomarunjyaneezo\n@k11so100\n@nt-zzz
pixel world - 100%stamp platformer - #games
@Stage\n\n@スタンプ7\n\ndefine ステージ描画\nswitch costume to (none2 v)\nset size to (600) %\nerase all\ngo to x: (-230) y: (170)\nset [j v] to (((level) - (1)) * (18))\nrepeat (18)\n set [i v] to [0]\n change [j v] by (1)\n repeat (24)\n change [i v] by (1)\n if <(letter (i) of (item (j) of [stage_data v])) > [3]> then\n switch costume to ((letter (i) of (item (j) of [stage_data v])) + (5))\n else\n switch costume to ((((letter (i) of (item (j) of [stage_data v])) + (1)) * (2)) - ([abs v] of (((i) mod (2)) - ((j) mod (2))) ))\n end\n stamp\n switch costume to (none2 v)\n change x by (20)\n end\n change y by (-20)\n set x to (-230)\nend\nif <<(level) = [1]> or <(level) = [2]>> then\n set size to (120) %\n go to x: (0) y: (50)\n switch costume to ((16) + (level))\n stamp\nelse\n if <(level) = [11]> then\n set size to (200) %\n go to x: (0) y: (125)\n switch costume to (last message v)\n stamp\n end\nend\n\nwhen flag clicked\nReset\nset [timer v] to ((((days since 2000) * (24)) * (60)) * (60))\nstart sound [bgm_maoudamashii_acoustic51 v]\nforever\n プログラム\n if <(((((days since 2000) * (24)) * (60)) * (60)) - (timer)) > [170]> then\n set [timer v] to ((((days since 2000) * (24)) * (60)) * (60))\n start sound [bgm_maoudamashii_acoustic51 v]\n end\nend\n\ndefine Reset\nhide\nset [level v] to [1]\ndelete all of [cloud_x v]\ndelete all of [cloud_y v]\ndelete all of [cloud_num v]\ndelete all of [cloud_size v]\n初期位置\n\ndefine 処理\nchange [yの力 v] by (-1)\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<<(mouse x) > (Player_x)> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n change [xの力 v] by (1)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<<(Player_x) > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.85))\nchange [player_x v] by (xの力)\n位置変換\nx接触判定\nchange [player_y v] by (yの力)\n位置変換\ny接触判定\nif <<<(Player_y) = (round (Player_y))> and <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player_y)) / (20)) + (1))) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player_y)) / (20)) + (1))) of [stage_data v])) = [1]>>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<<(mouse y) > (Player_y)> or <(mouse y) > [150]>> and <(mouse y) > [-140]>> and <mouse down?>>>> then\n set [yの力 v] to [11]\nend\nif <(Player_x) > [230]> then\n if <(level) = [11]> then\n set [player_x v] to [230]\n else\n next>>>\n end\nend\n位置変換\ndelete all of [list v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [list v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [list v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [list v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [list v]\nif <<[-180] > (Player_y)> or <<<(item (1) of [list v]) = [3]> or <(item (2) of [list v]) = [3]>> or <<(item (3) of [list v]) = [3]> or <(item (4) of [list v]) = [3]>>>> then\n set [player_y v] to ((0) - (((item (2) of [y v]) * (20)) - (210)))\n set [yの力 v] to [17]\nend\nif <[-230] > (Player_x)> then\n set [player_x v] to [-230]\nend\nif <<[-180] > (Player_y)> or <<<<(item (1) of [list v]) = [2]> or <(item (2) of [list v]) = [2]>> or <<(item (3) of [list v]) = [2]> or <(item (4) of [list v]) = [2]>>> or <<<(item (1) of [list v]) > [3]> or <(item (2) of [list v]) > [3]>> or <<(item (3) of [list v]) > [3]> or <(item (4) of [list v]) > [3]>>>>> then\n 初期位置\nend\n\ndefine Player描画\nswitch costume to (none v)\ngo to x: (Player_x) y: (Player_y)\nshow\nswitch costume to (player v)\nset size to (600) %\nstamp\n\ndefine y接触判定\nset [touch v] to [0]\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]>> then\n set [player_y v] to ((0) - (((item (2) of [y v]) * (20)) - (190)))\n set [touch v] to [-1]\nend\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n set [player_y v] to ((0) - (((item (1) of [y v]) * (20)) - (190)))\n set [touch v] to [1]\nend\n位置変換\nrepeat until <not <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (((touch) + (3)) / (2)) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (((touch) + (3)) / (2)) of [y v])) of [stage_data v])) = [1]>>>\n change [player_y v] by ((20) * (touch))\n 位置変換\nend\nif <not <(touch) = [0]>> then\n set [yの力 v] to [0]\nend\n\ndefine x接触判定\nset [touch v] to [0]\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n set [player_x v] to (((item (2) of [x v]) * (20)) - (250))\n set [touch v] to [1]\nend\n位置変換\nif <<(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n set [player_x v] to (((item (1) of [x v]) * (20)) - (250))\n set [touch v] to [1]\nend\nif <(touch) = [1]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<<(mouse y) > (Player_y)> or <(mouse y) > [150]>> and <(mouse y) > [-140]>> and <mouse down?>>> then\n set [xの力 v] to ((6) * ((1) - (<(xの力) > [0]> * (2))))\n set [yの力 v] to [8]\n else\n set [xの力 v] to [0]\n end\nend\n\ndefine 位置変換\ndelete all of [x v]\nadd ([floor v] of (((Player_x) + (250)) / (20)) ) to [x v]\nadd ([ceiling v] of (((Player_x) + (250)) / (20)) ) to [x v]\ndelete all of [y v]\nadd ([floor v] of (((190) - (Player_y)) / (20)) ) to [y v]\nadd ([ceiling v] of (((190) - (Player_y)) / (20)) ) to [y v]\n\ndefine プログラム\n処理\nステージ描画\nPlayer描画\n雲描画\n\ndefine next>>>\nif <not <(level) = [11]>> then\n change [level v] by (1)\n 初期位置\nend\n\ndefine 雲描画\nif <(pick random (1) to ([sqrt v] of (timer) )) > (pick random (1.2) to (5))> then\n reset timer\n add [400] to [cloud_x v]\n add (pick random (0) to (180)) to [cloud_y v]\n add ((13) + (pick random (1) to (2))) to [cloud_num v]\n add (pick random (300) to (400)) to [cloud_size v]\nend\n雲処理\nhide\nclear graphic effects\n\ndefine 雲処理\nset [i v] to [0]\nrepeat until <not <(i) < (length of [cloud_x v])>>\n change [i v] by (1)\n replace item (i) of [cloud_x v] with ((item (i) of [cloud_x v]) - (3))\n if <(item (i) of [cloud_x v]) < [-400]> then\n delete (i) of [cloud_x v]\n delete (i) of [cloud_y v]\n delete (i) of [cloud_num v]\n delete (i) of [cloud_size v]\n change [i v] by (-1)\n else\n set size to (item (i) of [cloud_size v]) %\n switch costume to (none v)\n go to x: (item (i) of [cloud_x v]) y: (item (i) of [cloud_y v])\n set [ghost v] effect to (30)\n switch costume to (item (i) of [cloud_num v])\n stamp\n end\n if <not <(i) < (length of [cloud_x v])>> then\n stop [this script v]\n end\nend\n\ndefine 初期位置\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [player_x v] to ((-210) * <not <(level) = [11]>>)\nset [player_y v] to ((10) - (<(((level) + (1)) mod (6)) = [0]> * (20)))\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
 難易度 ★★★★★★★\n所要時間 約20〜50分\n\n>>>My studio\n◇hiron0413の掲示板スタジオ◇\nhttps://scratch.mit.edu/studios/27054189/\n\n--------------- 操作方法 | How to play ---------------\n\n  〔パソコン | PC〕\nA,Dキー or ←,→キー で移動\nWキー or ↑キーでジャンプ\nPress A,D keys or ←,→ keys to move\nPress W key or ↑key to jump\n\n〔スマホ・タブレット | Mobile・Tablet〕\n左側・右側をタップして移動、\n上側をタップしてジャンプ\nTap left / right side to move\nTap the top of the screen to jump\n\n\nちなみに、この作品は僕が作った中では最高難度です。
Gladiators (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen I receive [play v]\nforever\n play sound [Sunlight v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nbroadcast (Show v)\nswitch backdrop to (3 v)\nforever\n play sound [Tobu - Deja Vu \(Original Mix\) v] until done\nend\n\nwhen I receive [show v]\nforever\n if <(Level) = [21]> then\n wait (5) seconds\n broadcast (Outro v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nset size to (70) %\ngo to x: (-220) y: (-119)\nshow\n\nwhen I receive [start v]\nhide variable [show level v]\nforever\n if <<key (x v) pressed?> and <not <(Level) = [21]>>> then\n Game On\n wait (0.05) seconds\n change [level v] by (1)\n broadcast (Delete Clones v)\n broadcast (Create Clone v)\n wait until <not <key (x v) pressed?>>\n end\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-125]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\npoint in direction (90)\nshow\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [sx v] by (1.5)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nDie\nPosition\nif <(y) < [-180]> then\n set [finish v] to [No]\nend\nif <<(x position) > [235]> and <not <(Level) = [21]>>> then\n broadcast (Show v)\n set [finish v] to [Yes]\nend\nswitch costume to (Player)\n\nwhen I receive [start v]\nset [blink v] to [No]\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nset [blink v] to [Yes]\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nchange [health v] by (-1)\nset [blink v] to [No]\nbroadcast (Delete Clones v)\nbroadcast (Create Clone v)\n\ndefine Die\nif <<<touching (danger v)?> or <touching (enemy v)?>> and <(Blink) = [No]>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nhide\nchange [level v] by (1)\nbroadcast (Text v)\nbroadcast (Delete Clones v)\nbroadcast (Create Clone v)\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [26]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Costume\n\nwhen I receive [menu v]\nset [player v] to [1]\nshow\nforever\n go to x: (10) y: (1)\n set size to (200) %\n switch costume to (Player)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instruction v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Player) = [0]> then\n set [player v] to [10]\n end\n if <(Player) = [11]> then\n set [player v] to [1]\n end\nend\n\n@Splash\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nset [problem v] to [2]\nswitch costume to (menu v)\nshow\nwait (0.5) seconds\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n if <<mouse down?> and <(mouse y) < [-120]>> then\n wait (0.1) seconds\n broadcast (Start v)\n set [problem v] to [0]\n wait until <not <mouse down?>>\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (splash v)\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: (0)\n if <mouse down?> then\n broadcast (Menu v)\n wait until <not <mouse down?>>\n stop [this script v]\n end\nend\n\n@Arrows\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ncreate clone of (_myself_ v)\nswitch costume to (right v)\nshow\nwait (0.1) seconds\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n change [player v] by (1)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (left v)\nwait (0.1) seconds\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n change [player v] by (-1)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [instruction v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Platform\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\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]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Weapon \n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nbroadcast (Show v)\nforever\n switch costume to (sword v)\n set size to (115) %\n if <<key (space v) pressed?> or <(attack) = [Yes]>> then\n if <([direction v] of [player v]) = [90]> then\n point in direction (90)\n show\n repeat (7)\n turn right (15) degrees\n end\n hide\n end\n if <([direction v] of [player v]) = [-90]> then\n point in direction (90)\n show\n repeat (7)\n turn left (15) degrees\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro 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)\nset size to (size) %\ngo to x: (x) y: (y)\nset [x v] to (speed)\ncreate clone of (_myself_ v)\nset [die v] to [0]\n\nwhen I start as a clone\nshow\nforever\n set size to (70) %\n if <(die) = [0]> then\n Physics\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 set [y v] to [10]\nend\n\nwhen I receive [create clone v]\nif <(Level) = [2]> then\n clone at x: [205] y: [-77] speed: [2] size: [70]\nend\nif <(Level) = [3]> then\n clone at x: [-21] y: [-122] speed: [3] size: [70]\n clone at x: [112] y: [-122] speed: [3] size: [70]\nend\nif <(Level) = [6]> then\n clone at x: [24] y: [-122] speed: [3] size: [70]\nend\nif <(Level) = [9]> then\n clone at x: [24] y: [-122] speed: [3] size: [70]\nend\nif <(Level) = [12]> then\n clone at x: [-21] y: [-122] speed: [3] size: [70]\n clone at x: [112] y: [-122] speed: [3] size: [70]\nend\nif <(Level) = [13]> then\n clone at x: [-21] y: [-122] speed: [4] size: [70]\n clone at x: [112] y: [-122] speed: [5] size: [70]\n clone at x: [24] y: [-122] speed: [3] size: [70]\nend\nif <(Level) = [17]> then\n clone at x: [-63] y: [-122] speed: [3] size: [70]\nend\nif <(Level) = [19]> then\n clone at x: [-63] y: [-73] speed: [3] size: [70]\n clone at x: [-23] y: [-73] speed: [2] size: [70]\n clone at x: [24] y: [-73] speed: [3] size: [70]\n clone at x: [66] y: [-73] speed: [2] size: [70]\nend\nif <(Level) = [20]> then\n clone at x: [45] y: [-122] speed: [7] size: [70]\n clone at x: [125] y: [-122] speed: [5] size: [70]\n clone at x: [207] y: [-122] speed: [6] size: [70]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (weapon v)?> then\n point in direction (90)\n clear graphic effects\n set [die v] to [2]\n repeat until <(y position) < [-175]>\n change [ghost v] effect by (5)\n change y by (-10)\n turn right (15) degrees\n end\n delete this clone\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nforever\n if <(problem) = [2]> then\n delete this clone\n end\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Healthbar\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [health v] to [10]\nshow\nforever\n go to (player v)\n change y by (25)\n switch costume to (Health)\n if <(Health) < [1]> then\n broadcast (Menu v)\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (60) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cside v] to (pick random (1) to (2))\nif <(cSide) = [1]> then\n go to x: (246) y: (pick random (131) to (0))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (131) to (0))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nforever\n wait (pick random (2.5) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Text\n\nwhen I receive [start v]\nbroadcast (Text v)\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [text v]\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Menu blablaba\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [menu v]\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: (5) y: (0)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ncreate clone of (_myself_ v)\nshow\nswitch costume to (backdrop1 v)\nset size to (100) %\nswitch costume to (lines v)\nset [ghost v] effect to (75)\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n repeat (200)\n change x by (0.5)\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (12)\n change [ghost v] effect by (-1.25)\nend\n\nwhen I start as a clone\nswitch costume to (backdrop1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nset [circle size v] to [0]\ngo to [back v] layer\nshow\nforever\n change [circle size v] by (2)\n switch costume to (backdrop1 v)\n change size by (([sin v] of (circle size) ) / (2))\n switch costume to (circle v)\n turn right (1) degrees\n set [brightness v] effect to (0)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n switch costume to (splash v)\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen flag clicked\nset [intro v] to [Yes]\nstart sound [Zaza - Be Together v]\ngo to x: (0) y: (0)\nswitch costume to (logo v)\npoint in direction (-70)\nset [ghost v] effect to (100)\nset size to (20) %\nshow\nrepeat (17)\n turn left (10) degrees\n change [ghost v] effect by (-5)\n change size by (4)\nend\nrepeat (3)\n turn left (7.5) degrees\n change [ghost v] effect by (-3.75)\n change size by (3)\nend\nrepeat (1)\n turn left (5) degrees\n change [ghost v] effect by (-2.5)\n change size by (2)\nend\nrepeat (1)\n turn left (3) degrees\n set size to (100) %\n clear graphic effects\nend\nwait (0.5) seconds\nwait (5.5) seconds\nstart sound [car passing v]\ncreate clone of (_myself_ v)\nswitch costume to (glide v)\ngo to x: (-800) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nbroadcast (del v)\nbroadcast (Play 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 [outro v]\ngo to x: (0) y: (-25)\nshow\nset [sine v] to [0]\nswitch costume to (logo v)\nset [intro v] to [No]\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (150)) %\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro Music v] until done\nend\n\nwhen flag clicked\nwait (5.5) seconds\nstart sound [recording1 v]\n\n
*Use the W,A,S,D or Arrow Keys To Move The Player\n*Press Space To Attack an Enemy.\n*Sorry I Couldn't Add Mobile Friendly Features.(Was \n Working A Bit Messy.)\n *Play Full Screen For the Best Experience.\nPart 2 Demo: https://scratch.mit.edu/projects/416942313/
3D platformer #Games
@Stage\n\n@Render Cause Why Not\n\ndefine Set Pen Color | RGB (r) (g) (b) (alpha)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (alpha)))))))\n\ndefine Sort (value) into List\nset [sorted position v] to []\nif <[0] = (length of [sorted v])> then\n set [sorted position v] to [1]\nelse\n set [lower limit v] to [1]\n set [upper limit v] to (length of [sorted v])\n if <(value) < (item (Lower Limit) of [sorted v])> then\n set [sorted position v] to (Lower Limit)\n else\n if <(value) > (item (Upper Limit) of [sorted v])> then\n set [sorted position v] to ((1) + (Upper Limit))\n else\n repeat until <[1] = ((Upper Limit) - (Lower Limit))>\n if <(value) > (item (round (((Upper Limit) + (Lower Limit)) / (2))) of [sorted v])> then\n set [lower limit v] to (round (((Upper Limit) + (Lower Limit)) / (2)))\n else\n set [upper limit v] to (round (((Upper Limit) + (Lower Limit)) / (2)))\n if <(value) = (item (Upper Limit) of [sorted v])> then\n set [lower limit v] to ((-1) + (Upper Limit))\n end\n end\n end\n set [sorted position v] to (Upper Limit)\n end\n end\nend\ninsert (value) at (Sorted Position) of [sorted v] \ninsert (item (Counter) of [which one v]) at (Sorted Position) of [sorted order v] \n\nwhen flag clicked\nhide\nset pen size to (5)\nset pen color to (#7192ff)\nset [view factor v] to [150]\nset [level v] to [1]\nDesign\nReset\nforever\n erase all\n Render\n if <(Touching End?) = [yes]> then\n change [level v] by (1)\n Design\n Reset\n end\nend\n\ndefine Render\nDesign\nMove\nPhysics With Collisions [-1] [0.7] [5]\nset size to (100) %\nswitch costume to (sun v)\nGo To [0] [0] [0] With Translation At [10000000000] [20000000000] [10000000000]\nif <not <(Z) < [1]>> then\n go to x: ((View Factor) * ((X) / (Z))) y: ((View Factor) * ((Y) / (Z)))\n set [ghost v] effect to (70)\n if <<[140] > (y position)> or <[-140] < (y position)>> then\n stamp\n end\nend\nswitch costume to (costume2 v)\nset size to (9999999999999999999999999999) %\nswitch costume to (costume1 v)\nCalculate Distance\nSort\nset [counter v] to (length of [platform x pos v])\nrepeat (length of [platform x pos v])\n set [i v] to (item # of (Counter) in [sorted order v])\n Draw Platform At (item (i) of [platform x pos v]) (item (i) of [platform y pos v]) (item (i) of [platform z pos v])\n change [counter v] by (-1)\nend\n\ndefine Go To (x) (y) (z) With Translation At (x1) (y1) (z1)\nP (x) (y) (z)\nThis rotates Platform around cam Cube Pos (x1) (y1) (z1)\n\ndefine P=Translate (x) (y) (z) By (tx) (ty) (tz)\nset [x v] to ((x) - (tx))\nset [y v] to ((y) - (ty))\nset [z v] to ((z) - (tz))\n\ndefine P = Rotate (y) (z) Around +X Axis By (angle) degrees\nset [y v] to (((y) * ([cos v] of (angle) )) - ((z) * ([sin v] of (angle) )))\nset [z v] to (((y) * ([sin v] of (angle) )) + ((z) * ([cos v] of (angle) )))\n\ndefine P = Rotate (x) (z) Around +Y axis by (angle) Degrees\nset [x v] to (((z) * ([sin v] of (angle) )) + ((x) * ([cos v] of (angle) )))\nset [z v] to (((z) * ([cos v] of (angle) )) - ((x) * ([sin v] of (angle) )))\n\ndefine P = Perspective projection of (x) (y) (z) With FOV (fov)\nset [x v] to ((x) * ((fov) / (z)))\nset [y v] to ((y) * ((fov) / (z)))\n\ndefine Draw Platform At (x) (y) (z)\nif < (item (i) of [platform type v]) contains [Cube]?> then\n if < (item (i) of [platform type v]) contains [Platform]?> then\n Set Pen Color | RGB [0] [220] [255] [256]\n else\n if << (item (i) of [platform type v]) contains [Lava]?> or < (item (i) of [platform type v]) contains [Spike]?>> then\n Set Pen Color | RGB [255] [100] [100] [256]\n else\n if < (item (i) of [platform type v]) contains [Ice]?> then\n Set Pen Color | RGB [0] [255] [230] [100]\n else\n if < (item (i) of [platform type v]) contains [Slowness]?> then\n Set Pen Color | RGB [220] [130] [0] [256]\n else\n if < (item (i) of [platform type v]) contains [Water]?> then\n Set Pen Color | RGB [0] [100] [255] [256]\n else\n if < (item (i) of [platform type v]) contains [Trampoline]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n else\n if < (item (i) of [platform type v]) contains [bounce]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n else\n if < (item (i) of [platform type v]) contains [End]?> then\n Set Pen Color | RGB [0] [255] [0] [256]\n end\n end\n end\n end\n end\n end\n end\n end\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [50] [-50] [50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [-50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [-50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [-50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [50] [-50] [-50] To [50] [50] [-50] At (x) (y) (z)\nelse\n if < (item (i) of [platform type v]) contains [Platform]?> then\n Set Pen Color | RGB [0] [220] [255] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Spike]?> then\n Set Pen Color | RGB [255] [100] [100] [256]\n Draw Line [-50] [-50] [50] To [50] [-50] [50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [-50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [0] [50] [0] At (x) (y) (z)\n Draw Line [50] [-50] [-50] To [0] [50] [0] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [0] [50] [0] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [0] [50] [0] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Lava]?> then\n Set Pen Color | RGB [255] [100] [100] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Ice]?> then\n Set Pen Color | RGB [0] [255] [230] [100]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Slowness]?> then\n Set Pen Color | RGB [220] [130] [0] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Water]?> then\n Set Pen Color | RGB [0] [100] [255] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Trampoline]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n Draw Line [-50] [0] [50] To [50] [0] [50] At (x) (y) (z)\n Draw Line [-50] [0] [-50] To [50] [0] [-50] At (x) (y) (z)\n Draw Line [50] [0] [50] To [50] [0] [-50] At (x) (y) (z)\n Draw Line [-50] [0] [50] To [-50] [0] [-50] At (x) (y) (z)\n Draw Line [-50] [0] [50] To [-50] [-50] [50] At (x) (y) (z)\n Draw Line [-50] [0] [-50] To [-50] [-50] [-50] At (x) (y) (z)\n Draw Line [50] [0] [50] To [50] [-50] [50] At (x) (y) (z)\n Draw Line [50] [0] [-50] To [50] [-50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [bounce]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [End]?> then\n Set Pen Color | RGB [0] [255] [0] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Move\nchange [rot x v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (Rot Speed))\nif <[90] < (Rot X)> then\n set [rot x v] to [90]\nend\nif <(Rot X) < [-90]> then\n set [rot x v] to [-90]\nend\nchange [rot y v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (Rot Speed))\nchange [z vel v] by (((<key (w v) pressed?> - <key (s v) pressed?>) * ([cos v] of (Rot Y) )) * (Speed))\nchange [x vel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * ([sin v] of (Rot Y) )) * (Speed))\nchange [z vel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * ([sin v] of (Rot Y) )) * (Speed))\nchange [x vel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * ([cos v] of (Rot Y) )) * (Speed))\n\ndefine P (x) (y) (z)\nset [x v] to (x)\nset [y v] to (y)\nset [z v] to (z)\n\ndefine This rotates Platform around cam Cube Pos (x) (y) (z)\nP=Translate ((X) + (x)) ((Y) + (y)) ((Z) + (z)) By (Tx) (Ty) (Tz)\nP = Rotate (X) (Z) Around +Y axis by (Rot Y) Degrees\nP = Rotate (Y) (Z) Around +X Axis By (Rot X) degrees\nP = Rotate (X) (Y) Around +Z axis by (Rot Z) degrees\n\ndefine Draw Line (x) (y) (z) To (x1) (y1) (z1) At (x2) (y2) (z2)\nGo To (x) (y) (z) With Translation At (x2) (y2) (z2)\nset [x1 v] to (X)\nset [y1 v] to (Y)\nset [z1 v] to (Z)\nGo To (x1) (y1) (z1) With Translation At (x2) (y2) (z2)\nset [x2 v] to (X)\nset [y2 v] to (Y)\nset [z2 v] to (Z)\nif <not <<(Z1) < [1]> and <(Z2) < [1]>>> then\n Z CLIP\n set [z1 v] to ((View Factor) / (Z1))\n set [z2 v] to ((View Factor) / (Z2))\n go to x: ((X1) * (Z1)) y: ((Y1) * (Z1))\n pen down\n go to x: ((X2) * (Z2)) y: ((Y2) * (Z2))\n pen up\nend\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\n\ndefine P = Rotate (x) (y) Around +Z axis by (angle) degrees\nset [x v] to (((y) * ([sin v] of (angle) )) + ((x) * ([cos v] of (angle) )))\nset [y v] to (((y) * ([cos v] of (angle) )) - ((x) * ([sin v] of (angle) )))\n\ndefine Physics With Collisions (gravity) (friction) (max jump height)\nset [friction v] to (friction)\nchange [falling v] by (1)\nchange [y vel v] by (gravity)\nY Collisions (Y Vel)\nZ Collisions (Z Vel)\nX Collisions (X Vel)\nset [x vel v] to ((X Vel) * (Friction))\nset [z vel v] to ((Z Vel) * (Friction))\nif <<key (space v) pressed?> and <(Falling) < (max jump height)>> then\n set [y vel v] to [14]\nend\nif <(Ty) < [-600]> then\n Reset\nend\n\ndefine Y Collisions (y vel)\nchange [ty v] by (Y Vel)\nTest For Collisions [50] [90] [50]\nwhile <(Touching?) = [yes]>\n if <(y vel) > [0]> then\n change [ty v] by (-1)\n else\n change [ty v] by (1)\n set [falling v] to [0]\n end\n set [y vel v] to [0]\n Test For Collisions [50] [90] [50]\nend\n\ndefine Test For Collisions (x hitbox) (y hitbox) (z hitbox)\nset [touching? v] to [no]\nset [touching end? v] to [no]\nfor each [counter v] in (length of [platform x pos v])\n if <<<not <(Tx) < ((item (Counter) of [platform x pos v]) - (x hitbox))>> and <not <(Tx) > ((item (Counter) of [platform x pos v]) + (x hitbox))>>> and <<<not <(Ty) < ((item (Counter) of [platform y pos v]) - (y hitbox))>> and <not <(Ty) > ((item (Counter) of [platform y pos v]) + (y hitbox))>>> and <<not <(Tz) < ((item (Counter) of [platform z pos v]) - (z hitbox))>> and <not <(Tz) > ((item (Counter) of [platform z pos v]) + (z hitbox))>>>>> then\n if < (item (Counter) of [platform type v]) contains [Platform]?> then\n set [touching? v] to [yes]\n else\n if < (item (Counter) of [platform type v]) contains [Lava]?> then\n Reset\n else\n if < (item (Counter) of [platform type v]) contains [Spike]?> then\n if <not <(Ty) > ((item (Counter) of [platform y pos v]) + ((y hitbox) - (15)))>> then\n Reset\n end\n else\n if << (item (Counter) of [platform type v]) contains [Bounce]?> or < (item (Counter) of [platform type v]) contains [Trampoline]?>> then\n set [y vel v] to [30]\n else\n if < (item (Counter) of [platform type v]) contains [Ice]?> then\n set [touching? v] to [yes]\n set [friction v] to [0.9]\n else\n if < (item (Counter) of [platform type v]) contains [Water]?> then\n change [y vel v] by (0.3)\n if <key (space v) pressed?> then\n change [y vel v] by (0.25)\n end\n else\n if < (item (Counter) of [platform type v]) contains [Slowness]?> then\n set [touching? v] to [yes]\n set [friction v] to [0.2]\n else\n if < (item (Counter) of [platform type v]) contains [End]?> then\n set [touching end? v] to [yes]\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 X Collisions (x vel)\nchange [tx v] by (X Vel)\nTest For Collisions [50] [90] [50]\nwhile <(Touching?) = [yes]>\n if <(x vel) > [0]> then\n change [tx v] by (-1)\n else\n change [tx v] by (1)\n end\n set [x vel v] to [0]\n Test For Collisions [50] [90] [50]\nend\n\ndefine Z Collisions (z vel)\nchange [tz v] by (Z Vel)\nTest For Collisions [50] [90] [50]\nwhile <(Touching?) = [yes]>\n if <(z vel) > [0]> then\n change [tz v] by (-1)\n else\n change [tz v] by (1)\n end\n set [z vel v] to [0]\n Test For Collisions [50] [90] [50]\nend\n\ndefine Reset\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [z vel v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [rot z v] to [0]\nset [rot speed v] to [4]\nset [speed v] to [2]\nset [tx v] to [0]\nset [ty v] to [200]\nset [tz v] to [0]\n\ndefine Design\ndelete all of [platform x pos v]\ndelete all of [platform y pos v]\ndelete all of [platform z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Add Platform At [0] [0] [0] [Platform]\n Add Platform At [2] [0] [0] [Platform]\n Add Platform At [3] [1] [0] [Platform Cube]\n Add Platform At [3] [1] [2] [Platform]\n Add Platform At [3] [1] [3] [Platform]\n Add Platform At [3] [2] [3] [Trampoline]\n Add Platform At [3] [1] [7] [Platform]\n Add Platform At [1] [1] [9] [End]\nelse\n if <(Level) = [2]> then\n Add Platform At [0] [0] [0] [Slowness]\n Add Platform At [0] [0] [2] [Slowness]\n Add Platform At [0] [0] [4] [Ice]\n Add Platform At [0] [0] [5] [Ice]\n Add Platform At [0] [0] [6] [Ice]\n Add Platform At [1] [0] [6] [Ice]\n Add Platform At [2] [0] [6] [Ice]\n Add Platform At [5] [0] [6] [Ice]\n Add Platform At [6] [0] [6] [Ice]\n Add Platform At [7] [0] [6] [Ice]\n Add Platform At [8] [0] [6] [Ice]\n Add Platform At [11] [0] [6] [Platform]\n Add Platform At [11] [0] [4] [End]\n else\n if <(Level) = [3]> then\n Add Platform At [0] [0] [0] [Platform]\n Add Platform At [0] [1] [2] [Platform]\n Add Platform At [-2] [2] [2] [Platform]\n Add Platform At [-3] [2] [3] [Lava]\n Add Platform At [-4] [2] [4] [Platform]\n Add Moving Platform From [-4] [2] [5] To [-4] [6] [5] Type [Platform] Speed [30]\n Add Platform At [-4] [6] [4] [Platform]\n Add Platform At [-4] [7] [3] [Spike]\n Add Platform At [-4] [6] [2] [Platform]\n Add Platform At [-4] [6] [0] [End]\n else\n if <(Level) = [4]> then\n Add Platform At [0] [0] [0] [Platform]\n Add Platform At [0] [0] [1] [Water Cube]\n Add Platform At [0] [0] [2] [Water Cube]\n Add Platform At [0] [0] [3] [Water Cube]\n Add Platform At [0] [0] [4] [Platform]\n Add Platform At [0] [0] [5] [Platform]\n Add Platform At [0] [1] [5] [Trampoline]\n Add Moving Platform From [0] [4] [6] To [6] [4] [12] Type [Trampoline] Speed [12]\n Add Moving Platform From [0] [3] [6] To [6] [3] [12] Type [Platform] Speed [12]\n Add Platform At [7] [7] [13] [End]\n else\n if <(Level) = [5]> then\n Add Platform At [0] [0] [0] [Platform]\n Add Platform At [1] [0.1] [0] [Lava]\n Add Platform At [-1] [0.1] [0] [Lava]\n Add Platform At [0] [0.1] [1] [Lava]\n Add Platform At [1] [0] [1] [Platform]\n Add Platform At [-1] [0] [1] [Platform]\n Add Platform At [0] [0] [2] [Platform]\n Add Platform At [1] [0.1] [2] [Lava]\n Add Platform At [-1] [0.1] [2] [Lava]\n Add Platform At [0] [0.1] [3] [Lava]\n Add Platform At [-1] [0] [3] [Platform]\n Add Platform At [1] [0] [3] [Platform]\n Add Platform At [1] [1] [3] [Trampoline]\n Add Platform At [-1] [1] [3] [Trampoline]\n Add Platform At [0] [5] [3] [Platform]\n Add Moving Platform From [0] [5] [4] To [0] [5] [9] Type [Platform] Speed [15]\n Add Platform At [0] [5] [10] [End]\n else\n if <(Level) = [6]> then\n Add Platform At [0] [0] [0] [Platform]\n Add Moving Platform From [0] [0] [1] To [0] [1] [1] Type [Lava Cube] Speed [30]\n Add Platform At [0] [0] [2] [Platform]\n Add Platform At [2] [0] [4] [Ice]\n Add Platform At [4] [0] [6] [Ice]\n Add Platform At [6] [0] [8] [Slowness]\n Add Moving Platform From [6] [0] [10] To [6] [5] [10] Type [Platform] Speed [30]\n Add Moving Platform From [5] [5] [5] To [5] [5] [10] Type [Platform] Speed [30]\n Add Platform At [5] [5] [4] [Platform]\n Add Platform At [5] [6] [3] [Spike]\n Add Platform At [5] [5] [2] [Platform]\n Add Platform At [5] [-1] [-2] [Platform]\n Add Platform At [5] [0] [-2] [Trampoline]\n Add Platform At [5] [-1] [-5] [End]\n else\n erase all\n broadcast (Fin. v)\n stop [other scripts in sprite v]\n end\n end\n end\n end\n end\nend\n\ndefine Add Platform At (x) (y) (z) (type)\nadd ((x) * (100)) to [platform x pos v]\nadd ((y) * (100)) to [platform y pos v]\nadd ((z) * (100)) to [platform z pos v]\nadd (type) to [platform type v]\n\ndefine Calculate Distance\ndelete all of [block distance v]\nfor each [counter v] in (length of [platform x pos v])\n add (round ([sqrt v] of ((((Tx) - (item (Counter) of [platform x pos v])) * ((Tx) - (item (Counter) of [platform x pos v]))) + ((((Ty) - (item (Counter) of [platform y pos v])) * ((Ty) - (item (Counter) of [platform y pos v]))) + (((Tz) - (item (Counter) of [platform z pos v])) * ((Tz) - (item (Counter) of [platform z pos v]))))) )) to [block distance v]\nend\n\ndefine Sort\ndelete all of [sorted v]\ndelete all of [sorted order v]\ndelete all of [which one v]\nfor each [counter v] in (length of [block distance v])\n add (Counter) to [which one v]\nend\nfor each [counter v] in (length of [block distance v])\n Sort (item (Counter) of [block distance v]) into List\nend\n\ndefine Add Moving Platform From (x) (y) (z) To (x1) (y1) (z1) Type (type) Speed (speed)\nset [coefficient v] to ((([sin v] of ((timer) * (speed)) ) + (1)) / (2))\nAdd Platform At ((x) + ((Coefficient) * ((x1) - (x)))) ((y) + ((Coefficient) * ((y1) - (y)))) ((z) + ((Coefficient) * ((z1) - (z)))) (type)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (10) y: (0)\nhide\n\nwhen I receive [fin. v]\nshow\n\n@Tb\n\nwhen flag clicked\ngo to x: (20) y: (0)\nhide\n\n
Make sure to read all instructions! \n:D :D\n -Welcome-\n\nThis is a generic 3D Platformer with TONS of type of blocks, from platforms to Ice, to Moving Platforms! I have spent more than 8 hours on this! \n\n Laggy?\nPlay on turbowarp! https://turbowarp.github.io/#414884001\n\n -Instructions-\nWASD To move\nArrow Keys to look around\nSpaceBar to jump\n -Blocks-\n\nLight blue is a Platform which is safe\nYellow are trampolines which launch you up\nRed is Lava/Spikes which shall not be touched\nBlue is Water\nBrown is mud which gives slowness\nTurquoise is ice which is extremely slippery!\nGreen Is the end of level\n\n6 Levels of whole fun and new challenges!!! Trust me you'll love them!\n\nI spent more than 8 hours on this project which has 1111 blocks!!! A love and fave would be REALLY appreciated! Thanks!
SUNNY | -a scrolling platformer-
@Stage\n\nwhen I receive [intro finished v]\nswitch backdrop to (game v)\nchange [pitch v] effect by (10)\nwait (1) seconds\nset volume to (50) %\nforever\n play sound [Frontier - Doctor Vox v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen flag clicked\nforever\n\n@Intro\n\nwhen flag clicked\nset [intro1 v] to [0]\nset [intro2 v] to [0]\nset [intro3 v] to [0]\nset volume to (100) %\nstart sound [Xenogenesis v]\nswitch costume to (blank v)\nset [id v] to [1]\nrepeat (18)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nwait (13) seconds\nbroadcast (Intro finished v)\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\n\nwhen I start as a clone\nif <(Id) = [1]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (164)\n wait (0) seconds\n show\n glide (0.2) secs to x: (0) y: (164)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (164)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [2]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (134)\n wait (0.2) seconds\n show\n glide (0.2) secs to x: (0) y: (134)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (134)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [3]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (104)\n wait (0.4) seconds\n show\n glide (0.2) secs to x: (0) y: (104)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (104)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [4]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (74)\n wait (0.6) seconds\n show\n glide (0.2) secs to x: (0) y: (74)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (74)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [5]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (44)\n wait (0.8) seconds\n show\n glide (0.2) secs to x: (0) y: (44)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (44)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [6]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (14)\n wait (1.0) seconds\n show\n glide (0.2) secs to x: (0) y: (14)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (14)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [7]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (-24)\n wait (1.2) seconds\n show\n glide (0.2) secs to x: (0) y: (-24)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (-24)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [8]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (-54)\n wait (1.4) seconds\n show\n glide (0.2) secs to x: (0) y: (-54)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (-54)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [9]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (-84)\n wait (1.6) seconds\n show\n glide (0.2) secs to x: (0) y: (-84)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (-84)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [10]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (-114)\n wait (1.8) seconds\n show\n glide (0.2) secs to x: (0) y: (-114)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (-114)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [11]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (-144)\n wait (2) seconds\n show\n glide (0.2) secs to x: (0) y: (-144)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (-144)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [12]> then\n hide\n switch costume to (backdrop v)\n go to x: (-1000) y: (-174)\n wait (2.2) seconds\n show\n glide (0.2) secs to x: (0) y: (-174)\n wait (10) seconds\n glide (0.2) secs to x: (1000) y: (-174)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [15]> then\n go to [front v] layer\n set size to (100) %\n hide\n switch costume to (logo white bg v)\n go to x: (0) y: (-400)\n wait (2) seconds\n show\n wait (0.15) seconds\n repeat (35)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change size by (((110) - (size)) / (2))\n end\n repeat (180)\n change [intro1 v] by (10)\n point in direction ((90) + (([sin v] of (Intro1) ) * (20)))\n end\n repeat (10)\n change size by (((100) - (size)) / (2))\n end\n go to x: (0) y: (-1)\n repeat (35)\n change y by ((y position) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [16]> then\n set size to (100) %\n hide\n switch costume to (shine v)\n go to x: (0) y: (-400)\n wait (2) seconds\n show\n wait (0.15) seconds\n repeat (35)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change size by (((500) - (size)) / (3))\n end\n repeat (180)\n turn right (4) degrees\n end\n repeat (10)\n change size by (((100) - (size)) / (3))\n end\n go to x: (0) y: (-1)\n repeat (35)\n change y by ((y position) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [14]> then\n set [ghost v] effect to (40)\n set size to (100) %\n hide\n switch costume to (logo shadow v)\n go to x: (0) y: (-400)\n wait (2) seconds\n show\n wait (0.15) seconds\n repeat (35)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change size by (((110) - (size)) / (2))\n end\n repeat (180)\n change [intro1 v] by (10)\n point in direction ((90) + (([sin v] of (Intro1) ) * (20)))\n end\n repeat (10)\n change size by (((100) - (size)) / (2))\n end\n go to x: (0) y: (-1)\n repeat (35)\n change y by ((y position) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [13]> then\n set [ghost v] effect to (50)\n set size to (100) %\n hide\n switch costume to (blur-er v)\n go to x: (0) y: (400)\n wait (1.7) seconds\n show\n wait (0.15) seconds\n repeat (35)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change size by (((110) - (size)) / (2))\n end\n repeat (170)\n repeat (10)\n change size by (((100) - (size)) / (2))\n end\n go to x: (0) y: (1)\n repeat (35)\n change y by ((y position) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [17]> then\n set size to (100) %\n hide\n switch costume to (name v)\n go to x: (0) y: (-400)\n wait (2) seconds\n go to [front v] layer\n show\n wait (0.15) seconds\n repeat (35)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change size by (((110) - (size)) / (2))\n end\n repeat (180)\n change [intro3 v] by (0.05)\n set y to (([cos v] of ((Intro3) * (200)) ) * (10))\n end\n repeat (10)\n change size by (((100) - (size)) / (2))\n end\n go to x: (0) y: (-1)\n repeat (35)\n change y by ((y position) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id) = [18]> then\n set size to (100) %\n set [ghost v] effect to (40)\n hide\n switch costume to (name shadow v)\n go to x: (0) y: (-400)\n wait (2) seconds\n show\n wait (0.15) seconds\n repeat (35)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change size by (((110) - (size)) / (2))\n end\n repeat (180)\n change [intro3 v] by (0.05)\n set y to (([cos v] of ((Intro3) * (200)) ) * (10))\n end\n repeat (10)\n change size by (((100) - (size)) / (2))\n end\n go to x: (0) y: (-1)\n repeat (35)\n change y by ((y position) / (5))\n end\n delete this clone\nend\n\n@Player\n\nwhen I receive [platformer v]\nif <(cl) = [0]> then\n Platformer\n create clone of (_myself_ v)\n broadcast (Lvl v)\nend\n\ndefine Platformer\nswitch costume to ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>) + (2))\nchange x by (Xspeed)\nif <touching color (#0cc216)?> then\n repeat (8)\n if <touching color (#0cc216)?> then\n change y by (1)\n end\n end\n if <touching color (#0cc216)?> then\n change y by (-8)\n repeat until <not <touching color (#0cc216)?>>\n change x by ((0) - ((Xspeed) / ([abs v] of (Xspeed) )))\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [xspeed v] to ((15) * ((0) - ((Xspeed) / ([abs v] of (Xspeed) ))))\n set [yspeed v] to [12]\n else\n set [xspeed v] to [0]\n end\n end\nend\nchange [xspeed v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>))\nchange [xspeed v] by (<(Xspeed) < [0]> - <(Xspeed) > [0]>)\nchange [xspeed v] by (<(Xspeed) < [-10]> - <(Xspeed) > [10]>)\nchange y by (Yspeed)\nif <touching color (#0cc216)?> then\n repeat until <not <touching color (#0cc216)?>>\n change y by ((0) - ((Yspeed) / ([abs v] of (Yspeed) )))\n end\n if <<(Yspeed) < [0]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [yspeed v] to [14]\n else\n set [yspeed v] to [0]\n end\nend\nif <touching color (#b92fa3)?> then\n set [scrollx v] to [50]\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set y to (0)\n broadcast (Next Level v)\nend\nif <<<touching color (#ff5300)?> or <touching color (#525252)?>> or <touching color (#838383)?>> then\n set [scrollx v] to [50]\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set y to (0)\nend\nchange [yspeed v] by (-1)\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen I start as a clone\nset [cl v] to [1]\nset [trail v] to (ScrollX)\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\nrepeat (10)\n change [ghost v] effect by (7)\n change size by (-5)\n set x to ((Trail) - (ScrollX))\nend\ndelete this clone\n\nwhen I receive [intro finished v]\nset [cl v] to [0]\nset [scrollx v] to [50]\nset [xspeed v] to [0]\nset [yspeed v] to [0]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\n@Level\n\ndefine Go to pos\nswitch costume to (big v)\nset x to ((MyX) - (ScrollX))\nswitch costume to (lvlsegc)\n\nwhen I receive [lvl v]\nGo to pos\nif <(MyX) = [2400]> then\n broadcast (Platformer v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [next level v]\nchange [lvlsegc v] by (5)\n\ndefine Create lvl\nrepeat (5)\n create clone of (_myself_ v)\n change [lvlsegc v] by (1)\n change [myx v] by (480)\nend\n\nwhen I receive [intro finished v]\nset [myx v] to [0]\nset [lvlsegc v] to [1]\nswitch costume to (costume1 v)\nshow\nset y to (0)\nCreate lvl\nhide\nbroadcast (Platformer v)\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\ngo to x: (200) y: (pick random (70) to (120))\nrepeat (170)\n change x by (-2.5)\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Hello Guys, So I'am Noticing A Big Change On My Profile.\n\n(SUNNY 2)\nhttps://scratch.mit.edu/projects/417126652/\n(SUNNY 3)\nhttps://scratch.mit.edu/projects/418545496/\n\n\nSince The End Of @corpcooga Contest Iam Actually Getting (SEMI - FAMOUS) So To Celebrate This Victory I Present This New Scrolling Platformer!!!!\n\nINSTRUCTIONS :-\n* Arrow Keys, WASD, Mobile Controls\n* Avoid Spikes And Lava\n* Get To The Portals\n* Finish The Game!!\n* Like And Star This Project :-)\n\nMORE STUFF :-\n* Propose This To Be Featured Here :-\nhttps://scratch.mit.edu/studios/4228481/\n \nSHOUTOUTS:-\n* @Aiden4549 For The Epic Logo\n* @_Underscore For The Amazing Intro\n\nCREDITS:-\n@clareyberry For The Engine And Lava\n@TimMcCool For The Character\n@SullyBully For The Background,Portals And Clouds\nRest Art And Code By Me!\n\nTAGS:-\n#SUNNY#a#scrolling#platformer#Sequel#Games#Art#Best\n\nHave Fun! Mahdi Out (-_-)
✰ Space || A Rotating Platformer ✰
@Stage\n\n@NireDrov Super\n\nwhen flag clicked\nswitch costume to (niredrov super v)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nwait (2.5) seconds\nrepeat (100)\n wait (0.000000000001) seconds\n change [whirl v] effect by (50)\n change [ghost v] effect by (1)\nend\nbroadcast (play v)\nswitch costume to (niredrov super2 v)\nhide\n\nwhen flag clicked\nhide variable [end name v]\nset [end name v] to (join [Thanks for playing, ] (join (username) [!]))\n\nwhen I receive [yes i win hahahahahaha v]\nshow variable [end name v]\n\n@mess\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\nswitch costume to (levelup 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]\ngo to [front v] layer\nswitch costume to (ouch v)\nclear graphic effects\nshow\nwait (0.5) seconds\nrepeat (60)\n change [ghost v] effect by (2)\nend\nhide\n\n@RotatePlayer\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (enemy v)?> then\n set [m v] to [f]\n broadcast (OOPS v)\n start sound [Bonk v]\n repeat (20)\n change [brightness v] effect by (5)\n end\n broadcast (respawn v) and wait\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [m v] to [t]\nclear graphic effects\n\nwhen I receive [play v]\nReadyyy, go!\n\nwhen flag clicked\nset [m v] to [f]\npoint in direction (90)\nbroadcast (respawn v)\n\nwhen I receive [play v]\nforever\n change y by (-2)\n change y by (2)\nend\n\nwhen flag clicked\nif <(me?) = [0]> then\n change [☁ views v] by (1)\n set [me? v] to [1]\nend\n\nwhen I receive [play v]\nplay sound [Dun Dun Dunnn v] until done\nforever\n play sound [Space Ambience v] until done\nend\n\nwhen flag clicked\nforever\n wait until <touching (portal v)?>\n start sound [Magic Spell v]\n broadcast (next level v) and wait\nend\n\nwhen I receive [play v]\nGO MOBILE!!!!\n\ndefine Mobile Play\nforever\n forever\n forever\n forever\n forever\n forever\n if <not <mouse down?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<mouse down?> and <(mouse x) > [10]>> then\n switch costume to (right v)\n end\n if <<mouse down?> and <(mouse x) < [-10]>> then\n switch costume to (left v)\n end\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (up v)\n end\n if <<<mouse down?> and <(mouse y) > (y position)>> and <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (up and right v)\n end\n if <<<mouse down?> and <(mouse y) > (y position)>> and <<mouse down?> and <(mouse x) < [-10]>>> then\n switch costume to (up and left v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine WASD or Arrow key Play\nforever\n forever\n forever\n forever\n forever\n forever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> then\n switch costume to (left v)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(u) = [1]>>> then\n switch costume to (up v)\n end\n if <<<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <<(u) = [1]> and <(r) = [1]>>> then\n switch costume to (up and right v)\n end\n if <<<<key (w v) pressed?> and <key (a v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<(l) = [1]> and <(u) = [1]>>> then\n switch costume to (up and left v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (portal2 v)?>\n broadcast (Yes I win hahahahahaha v) and wait\nend\n\ndefine Readyyy, go!\nWASD or Arrow key Play\n\ndefine GO MOBILE!!!!\nMobile Play\n\n@land 360\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <[-25] > (cam x)> then\n change [cam x v] by (((-25) - (cam x)) * (0.05))\n else\n change [cam x v] by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(cam x) > [25]> then\n change [cam x v] by (((25) - (cam x)) * (0.05))\n else\n change [cam x v] by (1)\n end\n end\n if <not <<<key (right arrow v) pressed?> and <(r) = [0]>> or <<key (left arrow v) pressed?> and <(l) = [0]>>>> then\n change [cam x v] by (((0) - (cam x)) * (0.05))\n end\n broadcast (lag free cam set v)\nend\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nSet hack size to [500]\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n if <(m) = [t]> then\n change [y vel v] by (1)\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [d vel v] by (-0.2)\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> or <<mouse down?> and <(mouse x) < [-10]>>> 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 (rotateplayer v)?> then\n change y by (-1)\n if <touching (rotateplayer v)?> then\n change y by (-1)\n if <touching (rotateplayer v)?> then\n change y by (-1)\n if <touching (rotateplayer v)?> then\n change y by (-1)\n if <touching (rotateplayer 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 (rotateplayer 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 (rotateplayer v)?> then\n if <<<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(u) = [1]>> or <<mouse down?> and <(mouse y) > ([y position v] of [rotateplayer v])>>> then\n start sound [Jump v]\n set [y vel v] to [-14]\n end\n end\n change y by (-1)\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next level v]\nif <(costume [number v]) = [3]> then\n broadcast (Yes I win hahahahahaha v)\nelse\n next costume\n point in direction (90)\n go to x: (0) y: (-600)\n set [d vel v] to [0]\n set [y vel v] to [0]\nend\n\n@Enemy\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [play v]\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-10) y: (-600)\nSet hack size to [500]\nforever\n go to (land 360 v)\n point in direction ([direction v] of [land 360 v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@mini\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\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@portal\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [play v]\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-10) y: (-600)\nSet hack size to [500]\nforever\n go to (land 360 v)\n point in direction ([direction v] of [land 360 v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@portal2\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [play v]\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-10) y: (-600)\nSet hack size to [500]\nforever\n go to (land 360 v)\n point in direction ([direction v] of [land 360 v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [yes i win hahahahahaha v]\ngo to [front v] layer\nshow\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nset size to (80) %\nset [zine v] to [0]\ngo to x: (-180) y: (-150)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (2))\n else\n change size by (((80) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (80) %\n wait (0) seconds\n if <touching (mouse-pointer v)?> then\n set [mobileskip v] to [1]\n end\n end\n if <(LEVEL) = [11]> then\n go to x: (4598234759234) y: (32453245234)\n hide\n stop [this script v]\n else\n go to x: (-180) y: (150)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nwait (0.1) seconds\n\n@blank\n\n@blank2\n\n@blank3\n\n@blank4\n\n@blank5\n\n@blank6\n\n@blank7\n\n@blank8\n\n@blank9\n\n@blank10\n\n@blank11\n\ndefine Do nothing\nDo nothing\n\nwhen flag clicked\nDo nothing\n\n
✰ Space || A Rotating Platformer ✰\n\n✰ Arrow keys, WASD or mobile to move\n✰ Avoid spikes\n✰ Enjoy the three levels\n✰ Love, fave, remix and follow for more!
Lag - A platformer
@Stage\n\nwhen I receive [animation finished v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nwait until <<(Mobile mode y/n) = [y]> or <(Mobile mode y/n) = [n]>>\nbroadcast (Play 2 v)\nstop [other scripts in sprite v]\n\nwhen I receive [animation finished v]\nforever\n wait (pick random (1.) to (4)) seconds\n set [lag menu y/n v] to [y]\n wait (pick random (1.) to (2)) seconds\n set [lag menu y/n v] to [n]\nend\n\nwhen flag clicked\nset [lag menu y/n v] to [n]\nset [music v] to []\n\n@Back\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (176) y: (122)\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen I receive [costumes v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [instructions v]\nshow\n\nwhen I receive [cloud v]\nshow\n\n@Play button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-56)\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\nforever\n if <(lag menu y/n) = [n]> then\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nif <(lag menu y/n) = [n]> then\n broadcast (Play v)\nend\n\n@Instructions\n\nwhen flag clicked\nset [random variable2 v] to [0]\nset size to (250) %\nswitch costume to (costume1 v)\nforever\n if <(lag menu y/n) = [n]> then\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-58) y: (-144)\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen this sprite clicked\nif <(lag menu y/n) = [n]> then\n broadcast (Instructions v)\nend\n\nwhen I receive [instructions v]\nset [random variable2 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nset size to (250) %\nset [random variable2 v] to [0]\nswitch costume to (costume1 v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n set size to (100) %\n point in direction (90)\n go to x: (-50) y: (0)\nend\n\nwhen I receive [cloud v]\nhide\n\n@Intro\n\nwhen I start as a clone\nset [pfp v] to (pick random (75) to (100))\nset [js_ v] to (pick random (75) to (100))\nwait (3.6) seconds\nforever\n if <(Intro CloneID) = [1]> then\n point in direction ((pfp) + (([sin v] of ((timer) * (400)) ) * (20)))\n else\n if <(Intro CloneID) = [2]> then\n point in direction ((JS_) + (([sin v] of ((timer) * (400)) ) * (20)))\n end\n end\nend\n\nwhen I start as a clone\nwait (3.6) seconds\nforever\n if <(mp) = [1]> then\n set [bounce? v] to ((((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.3))) - (25))\n change size by (bounce?)\n else\n set [bounce? v] to ((((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.3))) - (25))\n change size by (bounce?)\n end\nend\n\nwhen I receive [intro v]\nset [intro cloneid v] to [0]\nstart sound [Intro v]\nrepeat (3)\n change [intro cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nif <(Can we play ;-;) = [y]> then\n wait (0.001) seconds\n hide\n switch backdrop to (backdrop1 v)\n clear graphic effects\n broadcast (Intro v)\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nshow\nif <(Intro CloneID) = [1]> then\n switch costume to (js v)\n go to x: (0) y: (200)\n repeat until <(y position) < [1]>\n change y by (((y position) * (.1)) * (-1))\n end\n wait (7.3) seconds\n delete this clone\nelse\n if <(Intro CloneID) = [2]> then\n switch costume to (js_coder v)\n go to x: (-300) y: (-100)\n repeat until <(x position) > [-1]>\n change x by (((x position) * (.1)) * (-1))\n end\n wait (7.3) seconds\n delete this clone\n else\n switch costume to (gren squar v)\n set [ghost v] effect to (100)\n wait (3.4) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\n wait (.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (4.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (.5) seconds\n broadcast (Animation Finished v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [intro v]\nforever\n set [mp v] to [1]\n wait (0.2) seconds\n set [mp v] to [0]\n wait (0.2) seconds\nend\n\n@Mobile mode y/n\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nset [cloneid v] to [0]\nset [mobile mode y/n v] to []\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nwait (.1) seconds\nshow\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [mobile mode y/n v] to []\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (50) y: (-65)\nelse\n switch costume to (costume3 v)\n go to x: (-50) y: (-65)\nend\n\nwhen I receive [play 2 v]\nhide\n\nwhen I receive [play 2 v]\ndelete this clone\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [y]\nelse\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [n]\nend\n\n@Title\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (100)\nset [pixelate v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [animation finished v]\nshow\nwait (.1) seconds\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nforever\n if <(lag menu y/n) = [n]> then\n set x to ((0) + (([sin v] of ((timer) * (275)) ) * (7)))\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Moosik Button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (58) y: (-144)\ngo to [back v] layer\nset volume to (100) %\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\nforever\n if <(lag menu y/n) = [n]> then\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen this sprite clicked\nif <(lag menu y/n) = [n]> then\n broadcast (Music v)\nend\n\nwhen I receive [play 2 v]\nif <(MUSIC) = []> then\n forever\n play sound (pick random (1) to (13)) until done\n end\nelse\n if <(MUSIC) = [1]> then\n forever\n play sound [Avicii - Levels v] until done\n end\n else\n if <(MUSIC) = [2]> then\n forever\n play sound [Swif7 - The Memory of You v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [Disfigure - Blank.mp3 v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [TheFatRat - Windfall v] until done\n end\n else\n if <(MUSIC) = [5]> then\n forever\n play sound [Never gonna give you up v] until done\n end\n else\n if <(MUSIC) = [6]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [7]> then\n forever\n play sound [COMA NA DANÇA v] until done\n end\n else\n if <(MUSIC) = [8]> then\n forever\n play sound [Kasger & Limitless - Miles Away \[NCS Release\].mp3 v] until done\n end\n else\n if <(MUSIC) = [9]> then\n forever\n play sound [Electro-Light - Symbolism \[NCS Release\].mp3 v] until done\n end\n else\n if <(MUSIC) = [10]> then\n forever\n play sound [music v] until done\n end\n else\n if <(MUSIC) = [11]> then\n forever\n play sound [Nebula v] until done\n end\n else\n forever\n play sound [Vicetone - United We Dance v] until done\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play 2 v]\nforever\n wait (pick random (5.) to (10)) seconds\n set volume to (0) %\n wait (pick random (.5) to (1)) seconds\n set volume to (100) %\nend\n\n@hehe\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\n@Avicii - Levels\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (54)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [1]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Swift7 - The memory of you\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-100) y: (54)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [2]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Disfigure - Blank\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (54)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [3]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@TheFatRat - Windfall\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (100) y: (54)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [4]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@?????\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (54)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [5]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Lights [Dream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (-46)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [6]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@????\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-100) y: (-46)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [7]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Kasger & Limitless - Miles Away [NCS Release]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-46)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [8]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Electro-Light - Symbolism [NCS Release]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (100) y: (-46)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [9]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@???\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (-46)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [10]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Nebula\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (-146)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [11]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Vicetone - United We Dance\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-100) y: (-146)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [12]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-146)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to []\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@hitbox\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (-60)\nhide\n\nwhen I receive [play 2 v]\nshow\nset [ghost v] effect to (100)\nforever\n if <(Mobile mode y/n) = [n]> then\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) * (.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 end\n end\n change y by (1)\n else\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x v] by (1)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [x v] by (-1)\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 <<mouse down?> and <(mouse y) > (y position)>> 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 <<mouse down?> and <(mouse y) > (y position)>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n end\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n Reset\n broadcast (Died v)\n end\n if <(x position) > [225]> then\n Reset\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-60)\n\n@Player\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nset [lag gameplay y/n v] to [n]\n\nwhen I receive [play 2 v]\nshow\nforever\n go to (hitbox v)\n set [lag gameplay y/n v] to [y]\n wait (pick random (.25) to (.5)) seconds\n set [lag gameplay y/n v] to [n]\nend\n\nwhen I receive [died v]\ngo to (hitbox v)\n\nwhen I receive [next level v]\ngo to (hitbox v)\n\n@Level\n\nwhen flag clicked\nwait (0.001) seconds\nset [level v] to [1]\nswitch costume to (level 9 v)\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n if <(lag gameplay y/n) = [n]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [front v] layer\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n if <(lag gameplay y/n) = [n]> then\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Totally real Error yeaah\n\nwhen flag clicked\nwait (0.001) seconds\nif <(Can we play ;-;) = [y]> then\n hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n show\n go to [front v] layer\n set [can we play ;-; v] to [n]\n stop [all v]\nend\n\nset [can we play ;-; v] to [y]\n\nwhen flag clicked\nif <(Can we play ;-;) = [n]> then\n stop [all v]\nend\n\n@TB\n\nwhen flag clicked\nforever\n if <(Can we play ;-;) = [y]> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\n
Forever || A Platformer #Games #Stories || Platformer Contest! @-TheFaver-
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro background v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nset volume to (50) %\nplay sound [Nebula v] until done\nwait (.5) seconds\nset volume to (60) %\nwait (.5) seconds\nset volume to (70) %\nwait (.5) seconds\nset volume to (90) %\nwait (.5) seconds\nset volume to (100) %\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nset [dead????????????????????????? v] to [0]\nset [velocity v] to [0]\nset [x velocity v] to [0]\nset [y velocity 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 switch costume to (2 v)\n change [x velocity v] by (1.5)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (y position)>>> and <(dead?????????????????????????) = [0]>> then\n switch costume to (3 v)\n change [x velocity v] by (-1.5)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (1 v)\n end\n set [x velocity v] to ((x velocity) * (0.87))\n change x by (x velocity)\n if <touching (jump pad v)?> then\n if <(y position) > [-104]> then\n set [y velocity v] to [18]\n end\n end\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 (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((x velocity) * (-2))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(x velocity) > [0]> then\n switch costume to (4 v)\n set [x velocity v] to [-3]\n else\n set [x velocity v] to [1]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-.8)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (4))>>>> then\n switch costume to (4 v)\n set [y velocity v] to [10]\n end\n end\n change y by (1)\n if <<touching (thorn v)?> or <<touching (circle of lava v)?> or <(y position) < [-210]>>> then\n SPIN OFF SCREEN\n end\n if <<color (#353535) is touching (#0d0713)?> and <(level) = [15]>> then\n forever\n change [x velocity v] by (-6)\n change [y velocity v] by (-6)\n end\n end\n if <(y position) > [100]> then\n SPIN OFF SCREEN\n end\n if <touching color (#ffaa96)?> then\n forever\n change [y velocity v] by (-5)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [change????????????? v] to [0]\nforever\n if <<(x position) > [235]> and <(dead?????????????????????????) = [0]>> then\n broadcast (GO TO DA NEXT LEVEL v)\n change [level v] by (1)\n Reset\n end\nend\n\nwhen I start as a clone\nswitch costume to (cloner v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [direction v] to (direction)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [skip! v]\nReset\n\ndefine SPIN OFF SCREEN\nset [dead????????????????????????? v] to [1]\nchange [player death v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (10) degrees\nend\nReset\n\nwhen flag clicked\nhide\n\ndefine Reset\nclear graphic effects\ngo to x: (-217) y: (-104)\npoint in direction (90)\nset [dead????????????????????????? v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset size to (100) %\nshow\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Thorn\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\n\nwhen I receive [go to da next level v]\ngo to [front v] layer\nnext costume\nshow\n\nwhen I receive [start v]\nshow\n\nwhen I receive [skip! v]\ngo to [front v] layer\nnext costume\nshow\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@circle of lava\n\nwhen I receive [start v]\nshow\n\nwhen I receive [skip! v]\ngo to [front v] layer\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [go to da next level v]\ngo to [front v] layer\nnext costume\nshow\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 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]\nbroadcast (start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nset [clonecostume v] to [0]\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\ngo to [front v] layer\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)\nbroadcast (message1 v)\nrepeat until <[-179] > (y position)>\n change y by ((y position) / (5))\n change size by (-1)\nend\nhide\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@level\n\nwhen I receive [go to da next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (l1 v)\nshow\n\nwhen flag clicked\ngo to x: (-3) y: (-30)\ngo to [back v] layer\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [skip! v]\nnext costume\n\n@foreverthumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (intro v)\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [go to da next level v]\nnext costume\nshow\n\nwhen I receive [skip! v]\nnext costume\nshow\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@SKIP\n\nwhen this sprite clicked\nbroadcast (SKIP! v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\npoint in direction (90)\nturn left (15) degrees\nforever\n repeat (15)\n turn left (-2) degrees\n end\n wait (0.1) seconds\n repeat (15)\n turn left (2) degrees\n end\n wait (0.1) seconds\nend\n\n
WASD or Arrow Keys to move. This is a story of your life, slowly making it to forever... This is my entry for the contest above. THIS IS NOT A REMIX OF A GAME IT IS AN ENTRY FOR A CONTEST\nHUGE thanks to @-TheFaver- for being the host of this contest!\nTHIS IS A LATE BIRTHDAY PRESENT TO @cs2572194 AND @theREAPER97!\n\nGO HERE FOR LESS LAG: https://forkphorus.github.io/#415055851\n\n\n\nALL LEVELS are possible. I've beaten this many times, and if it is too hard for you, you can skip!\n\nCredits to: \n@Bear-TV for some of the player coding and spike art (i didn't export it, just copied the shading)\n@XxDiamondGodxX for the intro and helping me with some mistakes!\n@-Xaf- for ebik music! (Nebula)\n@StratfordJames for Player sprite (looks, not coding)\ncooltext.com for text font\n@0014049 for the Skip button art and coding\nMe, @leok823 for the rest!\n\nNOT MOBILE FRIENDLY\n\n\nThis is a pretty generic platformer.\nI tried my best to make this give you strong feelings, and at the same time make it fun. Tysm!\n\n3rd page on trending stories?\n\n@XxDiamondGodxX loved\n@leo889 loved\n@yotacopaco loved\n\n#tags: \n#games #fun #cool #platformer #relaxing #platformercontes #FOREVER #Forevaaaaa
-Going to home- A scrolling platformer
@Stage\n\nwhen [w v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [.] ((mouse y) + (Scroll y))))\nshow variable [mouse v]\n\nwhen stage clicked\nhide variable [mouse v]\n\nwhen I receive [play game v]\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen flag clicked\nstop all sounds\n\n@empty\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 tick\nif <key (left arrow v) pressed?> then\n change player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [2]> then\n start sound [Low Whoosh v]\n change [sy v] by (12)\n end\nend\nchange [sy v] by (-2)\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)) / (5)))\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 Game on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine change player y by (y)\nchange [y v] by (y)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(y) > [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\nrepeat (8)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\nend\nchange [y v] by (-8)\nif <touching (platform v)?> then\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\nswitch costume to (costume2 v)\nset volume to (120) %\nstart sound [die v]\nset [exit v] to [die]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game win\nrepeat (10)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (4)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [intro done v]\nset [scroll x v] to (Scroll x)\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\nGame -die\n\n@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition x ((x) - (Scroll x)) y ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1-1 v)\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (2-1 v)\n clone at x: [650] y: [0]\n clone at x: [650] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (3-1 v)\n clone at x: [650] y: [0]\n clone at x: [400] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (3-4 v)\n set [x v] to [80]\n set [y v] to [0]\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (470)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (470)\nnext costume\n\ndefine position x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\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 ((x) - (Scroll x)) y ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume1 v)\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (2-1 v)\n clone at x: [470] y: [0]\n clone at x: [520] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (3-1 v)\n clone at x: [650] y: [0]\n clone at x: [400] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (4 v)\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (470)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (470)\nnext costume\n\ndefine position x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\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\nswitch costume to (2-1 v)\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition x ((x) - (Scroll x)) y ((y) - (Scroll y))\nnext costume\nif <touching (player v)?> then\n start sound (pick random (1) to (2))\n change [collected v] by (1)\n if <(collected) = (collected max)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [-1]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [165] y: [-20]\n clone at x: [406] y: [10]\n clone at x: [616] y: [-40]\n clone at x: [700] y: [32]\n clone at x: [888] y: [-13]\n clone at x: [966] y: [66]\nelse\n if <(level) = [2]> then\n switch costume to (1 v)\n clone at x: [124] y: [-60]\n clone at x: [220] y: [-60]\n clone at x: [360] y: [20]\n clone at x: [430] y: [-22]\n clone at x: [460] y: [-90]\n clone at x: [504] y: [-90]\n clone at x: [566] y: [-74]\n clone at x: [671] y: [-5]\n clone at x: [-803] y: [-90]\n clone at x: [764] y: [-95]\n clone at x: [828] y: [-79]\n clone at x: [920] y: [20]\n clone at x: [1010] y: [-96]\n else\n if <(level) = [3]> then\n switch costume to (1 v)\n clone at x: [316] y: [-50]\n clone at x: [422] y: [-106]\n clone at x: [515] y: [-53]\n clone at x: [605] y: [5]\n clone at x: [710] y: [65]\n clone at x: [800] y: [70]\n clone at x: [905] y: [70]\n clone at x: [970] y: [0]\n clone at x: [1160] y: [-50]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\n@EXIT\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition x ((x) - (Scroll x)) y ((y) - (Scroll y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume1 v)\n clone at x: [1260] y: [-7]\nelse\n if <(level) = [2]> then\n switch costume to (costume1 v)\n clone at x: [1260] y: [-7]\n else\n if <(level) = [3]> then\n switch costume to (costume1 v)\n clone at x: [1260] y: [-7]\n else\n switch costume to (costume1 v)\n clone at x: [100000000000000000000000000] y: [-7]\n end\n end\nend\n\ndefine position x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (costume2 v)\n\nwhen I receive [tick v]\nshow variable [coins v]\nset [coins v] to (join (collected) (join [ / ] (collected max)))\n\nwhen flag clicked\nhide variable [coins v]\n\n@bg\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition x ((x) - (Scroll x)) y ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [0] y: [64]\n next costume\n clone at x: [404] y: [65]\n next costume\n clone at x: [680] y: [35]\n next costume\n clone at x: [1080] y: [100]\nelse\n if <(level) = [2]> then\n switch costume to (2-1 v)\n clone at x: [0] y: [64]\n next costume\n clone at x: [780] y: [64]\n else\n if <(level) = [3]> then\n switch costume to (3-1 v)\n else\n if <(level) = [4]> then\n switch costume to (end v)\n end\n end\n end\nend\n\ndefine position x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@intro\n\nwhen flag clicked\nhide\nswitch costume to (circle v)\nwait (0.5) seconds\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (4) seconds\nswitch costume to (end v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (0) %\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (180)\n repeat (20)\n change y by (((0) - (y position)) * (0.2))\n change size by (((160) - (size)) * (0.1))\n end\nend\nif <(costume [number v]) = [2]> then\n hide\n wait (1) seconds\n go to [front v] layer\n show\n go to x: (0) y: (-180)\n repeat (20)\n change y by (((-100) - (y position)) * (0.2))\n change size by (((120) - (size)) * (0.1))\n end\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n hide\n go to x: (0) y: (0)\n show\n set size to (10) %\n repeat (40)\n change size by (((900) - (size)) * (0.3))\n end\nend\nif <(costume [number v]) = [4]> then\n clear graphic effects\n hide\n wait (0.2) seconds\n go to x: (0) y: (0)\n show\n set size to (10) %\n repeat (40)\n change size by (((700) - (size)) * (0.3))\n end\nend\nif <(costume [number v]) = [5]> then\n clear graphic effects\n hide\n wait (0.2) seconds\n go to x: (0) y: (0)\n show\n set size to (10) %\n repeat (40)\n change size by (((500) - (size)) * (0.3))\n end\nend\nif <(costume [number v]) = [6]> then\n clear graphic effects\n hide\n wait (0.2) seconds\n go to x: (0) y: (0)\n show\n set size to (10) %\n repeat (40)\n change size by (((200) - (size)) * (0.3))\n end\nend\nif <(costume [number v]) = [7]> then\n set size to (100) %\n go to [front v] layer\n show\n go to x: (600) y: (0)\n repeat (50)\n change x by (((0) - (x position)) * (0.1))\n broadcast (volume v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Avicii - Levels 2 v]\n\nwhen I receive [volume v]\nchange volume by (-2)\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (intro done v)\n\nwhen I receive [intro done v]\ndelete this clone\n\n@Thumbnail\n\nwhen I receive [tick v]\nshow variable [coins v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Hello!\nArrow keys to move and jump\n--Hold up arrow more time to jump more--\nIn this game you lost way to home \ncomplete the game as soon as possible\nComment bugs if you found!\nIf stuck press R
☁ Fortnite ☁ || A Multiplayer Platformer #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <([costume # v] of [platformer v]) = [10]> then\n switch backdrop to (backdrop1 v)\n end\n if <([costume # v] of [platformer v]) = [14]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Spikes\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\ngo to [back v] layer\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@platformer\n\nwhen I receive [start v]\n\nset [level v] to [1]\n\nwhen I receive [start v]\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nnext costume\n\n@uwu\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Saving the data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ j1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ j2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ j3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ j4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ j5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ j6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ j7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ j8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ j9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ j10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSaving the data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ J1) (join (☁ J2) (join (☁ J3) (join (☁ J4) (join (☁ J5) (join (☁ J6) (join (☁ J7) (join (☁ J8) (join (☁ J9) (☁ J10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@connecting\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (failed v)\n end\nend\n\nwhen I receive [initialise v]\nswitch costume to (yep v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nelse\n wait (1) seconds\n set [started v] to [1]\n broadcast (start v)\nend\nhide\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nif <(length of [cloud list v]) = [0]> then\n set [@playerslot v] to [1]\nelse\n repeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\n end\n wait (2) seconds\n broadcast (Get Data v) and wait\n set [moved? v] to [1]\n repeat until <(item (((Moved?) * (8)) - (5)) of [cloud list v]) = (item (Moved?) of [check v])>\n change [moved? v] by (1)\n end\n set [@playerslot v] to (Moved?)\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n connecttest (@PlayerSlot)\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen I receive [aw v]\nshow\ngo to [front v] layer\nswitch costume to (argh2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (nope v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [failed v]\nshow\ngo to [front v] layer\nswitch costume to (argh v)\nstop [all v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cube\n\nwhen flag clicked\nforever\n if <(username) = [Matji]> then\n if <key (space v) pressed?> then\n broadcast (Next level v)\n change [level v] by (1)\n go to x: (-400) y: (100)\n set [x2 v] to [0]\n set [y2 v] to [0]\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [265]> then\n broadcast (Next level v)\n go to x: (-247) y: (-66)\n change [level v] by (1)\n end\nend\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ndelete all of [chat v]\nset [chat v] to [0]\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen I receive [start v]\nshow variable [players v]\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\nwhen I receive [start v]\nforever\n if <(chat) = [1]> then\nend\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (60) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n if <(item (((id) * (8)) - (2)) of [cloud list v]) > [0]> then\n say (item ((item (((id) * (8)) - (2)) of [cloud list v]) + ((item (((id) * (8)) - (1)) of [cloud list v]) * (9))) of [chat v])\n end\n else\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n hide\n end\nend\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\ndefine Movement (id)\nset size to (60) %\nshow\nchange [y2 v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nelse\n think []\nend\nif <(x position) > [230]> then\n if <(Level) = [15]> then\n broadcast (win v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n broadcast (Next level v)\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\nelse\n if <<<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (platformer v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <touching (platformer v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <<(y position) < [-170]> or <touching (spikes v)?>> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n broadcast (DIE!!! v)\nend\nSave My Data\ngo to [front v] layer\n\nhide\n\nwhen I receive [chicken v]\nplay sound [Jump v] until done\n\nswitch costume to (cube v)\nswitch costume to (cube v)\nswitch costume to (base2 v)\n\nwhen flag clicked\nset [skin v] to [0]\n\nwhen I receive [start v]\nforever\n if <(Skin) = [0]> then\n switch costume to (cube v)\n end\n if <(Skin) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Skin) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Skin) = [3]> then\n switch costume to (costume3 v)\n end\nend\n\nhide\n\nwhen I receive [die!!! v]\nplay sound [Elimination 1 v] until done\n\nwhen flag clicked\nforever\n play sound [Fortnite v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(V-Bucks) = [1200]> or <(V-Bucks) > [1200]>> then\n set [skin v] to [2]\n change [v-bucks v] by (-1200)\n switch costume to (costume2 v)\n stop [this script v]\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [skin v] to [2]\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(V-Bucks) = [2000]> or <(V-Bucks) > [2000]>> then\n set [skin v] to [3]\n change [v-bucks v] by (-2000)\n switch costume to (costume2 v)\n stop [this script v]\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [skin v] to [3]\nend\n\n@V-Bucks\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nforever\n if <touching (cube v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (10)\n end\n wait (0.2) seconds\n change [v-bucks v] by (100)\n end\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Sprite1\n\nwhen flag clicked\nset [v-bucks v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(V-Bucks) = [0]> then\n switch costume to (000 v)\n end\n if <(V-Bucks) = [100]> then\n switch costume to (100 v)\n end\n if <(V-Bucks) = [200]> then\n switch costume to (200 v)\n end\n if <(V-Bucks) = [300]> then\n switch costume to (300 v)\n end\n if <(V-Bucks) = [400]> then\n switch costume to (400 v)\n end\n if <(V-Bucks) = [500]> then\n switch costume to (500 v)\n end\n if <(V-Bucks) = [600]> then\n switch costume to (600 v)\n end\n if <(V-Bucks) = [700]> then\n switch costume to (700 v)\n end\n if <(V-Bucks) = [800]> then\n switch costume to (800 v)\n end\n if <(V-Bucks) = [900]> then\n switch costume to (900 v)\n end\n if <(V-Bucks) = [1000]> then\n switch costume to (1000 v)\n end\n if <(V-Bucks) = [1100]> then\n switch costume to (1100 v)\n end\n if <(V-Bucks) = [1200]> then\n switch costume to (1200 v)\n end\n if <(V-Bucks) = [1300]> then\n switch costume to (1300 v)\n end\n if <(V-Bucks) = [1400]> then\n switch costume to (1400 v)\n end\n if <(V-Bucks) = [1500]> then\n switch costume to (1500 v)\n end\n if <(V-Bucks) = [1600]> then\n switch costume to (1600 v)\n end\n if <(V-Bucks) = [1700]> then\n switch costume to (1700 v)\n end\n if <(V-Bucks) = [1800]> then\n switch costume to (1800 v)\n end\n if <(V-Bucks) = [1900]> then\n switch costume to (1900 v)\n end\n if <(V-Bucks) = [2000]> then\n switch costume to (2000 v)\n end\n if <(V-Bucks) = [2100]> then\n switch costume to (2100 v)\n end\n if <(V-Bucks) = [2200]> then\n switch costume to (2200 v)\n end\n if <(V-Bucks) = [2300]> then\n switch costume to (2300 v)\n end\n if <(V-Bucks) = [2400]> then\n switch costume to (2400 v)\n end\n if <(V-Bucks) = [2500]> then\n switch costume to (2500 v)\n end\n if <(V-Bucks) = [2600]> then\n switch costume to (2600 v)\n end\n if <(V-Bucks) = [2700]> then\n switch costume to (2700 v)\n end\n if <(V-Bucks) = [2800]> then\n switch costume to (2800 v)\n end\n if <(V-Bucks) = [2900]> then\n switch costume to (2900 v)\n end\n if <(V-Bucks) = [3000]> then\n switch costume to (3000 v)\n end\n if <(V-Bucks) = [3100]> then\n switch costume to (3100 v)\n end\n if <(V-Bucks) = [3200]> then\n switch costume to (3200 v)\n end\n if <(V-Bucks) = [3300]> then\n switch costume to (3300 v)\n end\n if <(V-Bucks) = [3400]> then\n switch costume to (3400 v)\n end\n if <(V-Bucks) = [3500]> then\n switch costume to (3500 v)\n end\n if <(V-Bucks) = [3600]> then\n switch costume to (3600 v)\n end\n if <(V-Bucks) = [3700]> then\n switch costume to (3700 v)\n end\n if <(V-Bucks) = [3800]> then\n switch costume to (3800 v)\n end\n if <(V-Bucks) = [3900]> then\n switch costume to (3900 v)\n end\n if <(V-Bucks) = [4000]> then\n switch costume to (4000 v)\n end\n if <(V-Bucks) = [4100]> then\n switch costume to (4100 v)\n end\n if <(V-Bucks) = [4200]> then\n switch costume to (4200 v)\n end\n if <(V-Bucks) = [4300]> then\n switch costume to (4300 v)\n end\n if <(V-Bucks) = [4400]> then\n switch costume to (4400 v)\n end\n if <(V-Bucks) = [4500]> then\n switch costume to (4500 v)\n end\n if <(V-Bucks) = [4600]> then\n switch costume to (4600 v)\n end\n if <(V-Bucks) = [4700]> then\n switch costume to (4700 v)\n end\n if <(V-Bucks) = [4800]> then\n switch costume to (4800 v)\n end\n if <(V-Bucks) = [4900]> then\n switch costume to (4900 v)\n end\n if <(V-Bucks) = [5000]> then\n switch costume to (5000 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(V-Bucks) = [5000]> then\n set [v-bucks v] to [5000]\n end\nend\n\n@V-Bucks2\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nforever\n if <touching (cube v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (10)\n end\n wait (0.2) seconds\n change [v-bucks v] by (100)\n end\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@VR\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n if <(Level) = [15]> then\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (4) seconds\n stop [all v]\n end\nend\n\nwhen I receive [win v]\n\nwhen I receive [win v]\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n play sound [Victory Royale \(New\) v] until done\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(V-Bucks) = [800]> or <(V-Bucks) > [800]>> then\n set [skin v] to [1]\n change [v-bucks v] by (-800)\n switch costume to (costume2 v)\n stop [this script v]\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [skin v] to [1]\nend\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\n\nhide\n\nwhen I receive [end v]\n\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\n switch costume to (pick random (1) to (2))\n wait (pick random (15) to (80)) seconds\n show\n go to x: (-250) y: (36)\n repeat (90)\n change x by (1)\n end\n wait (1) seconds\n repeat (90)\n change x by (-1)\n end\n hide\nend\n\n@Thumbail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\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 [front v] layer\nchange [v-bucks v] by (1000)\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
Hey ! Welcome to "Fortnite || A Multiplayer Platformer"\nPlay with your friends, buy skin and more...\nPlay wiyh Wasd or Key arrow\nMobile friendly \n\n❤ and ⭐ for 1000 V-Bucks \nFollow @Matji\n\nMultiplayer engine by @Kismat12 edit by @Paul2448 edit by me xD\nFortnite skin by @Vectorex\nTrap by @Ultracoolgames\nLove and face detector by @ TimMcCool\n\nFull ? Go to server 2 https://scratch.mit.edu/projects/415789801/\n\nHelpers : @Paul2448\nTesters : @zombitoxic9
☁ Frantic Forest - Multiplayer Platformer #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@player\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (1 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (2 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (4 v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\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]\nforever\n Run block\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 if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [ground v]) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n if <not <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>>> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\n@opponents\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\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 else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup 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\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [ground v])> then\n show\nelse\n hide\nend\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 flag clicked\nset size to (70) %\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Connection Statements\n\nwhen flag clicked\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n
☁ Frantic Forest - Multiplayer Platformer\n\nHow To Play:\nUse Arrow Keys to move. Do not hit spikes or lava. Run with your friends as you play the level in Multiplayer!☁\n\nNew Scratchers Can Not Play :(\nThe max players is 10\nFull? https://scratch.mit.edu/projects/415113148/\n\nFollow Me @Ryham301 for more epic games\n\nCredits:\nMusic: Force By Alan Walker\nMultiplayer Engine: Me @Ryham301 and Griffpatch \nArt: StratfordJames & -PandaMC-\n10 Levels, All are Possible!\n☁Enjoy This Cloud Multiplayer Game☁\nName by @179275\n#Games #GAmes #Games #Games #all #all #all #all
☁【100%PEN】Online Platformer
@Stage\n\ndelete all of [プレイヤー当たり判定 v]\nadd [0] to [プレイヤー当たり判定 v]\nadd [31] to [プレイヤー当たり判定 v]\nadd [31] to [プレイヤー当たり判定 v]\nadd [31] to [プレイヤー当たり判定 v]\nadd [31] to [プレイヤー当たり判定 v]\nadd [0] to [プレイヤー当たり判定 v]\nadd [0] to [プレイヤー当たり判定 v]\nadd [0] to [プレイヤー当たり判定 v]\n\n@1\n\ndefine ブロック作成 (x) (y) (変数x) (変数y) (block) (x)\nset pen (saturation v) to (0)\nset pen (brightness v) to (0)\nset pen (transparency v) to (0)\nif <(block) = [5]> then\n replace item (12) of [@変数ステージ v] with <<<(item (8) of [@変数ステージ v]) = (変数x)> and <(item (9) of [@変数ステージ v]) = (変数y)>> or <<(item (10) of [@変数ステージ v]) = (変数x)> and <(item (11) of [@変数ステージ v]) = (変数y)>>>\n set pen color to (#e8c900)\n set pen size to (5)\n go to x: ((x) + (-11)) y: ((y) + (-11))\n pen down\n go to x: ((x) + (11)) y: ((y) + (((item (6) of [@変数ステージ v]) * (item (12) of [@変数ステージ v])) + (11)))\n pen up\n go to x: ((x) + (11)) y: ((y) + (-11))\n pen down\n go to x: ((x) + (-11)) y: ((y) + (((item (6) of [@変数ステージ v]) * (item (12) of [@変数ステージ v])) + (11)))\n pen up\n set pen color to (#e8aa00)\n set pen size to (2)\n set y to ((y) + (((item (6) of [@変数ステージ v]) * (item (12) of [@変数ステージ v])) + (15)))\n repeat (3)\n set x to ((x) + (-15))\n pen down\n set x to ((x) + (15))\n pen up\n change y by (-2)\n end\n set y to ((y) + (-15))\n repeat (3)\n set x to ((x) + (-15))\n pen down\n set x to ((x) + (15))\n pen up\n change y by (2)\n end\n go to x: (x) y: (y)\nelse\n if <<(block) = [3]> or <(block) = [4]>> then\n replace item (3) of [@変数ステージ v] with ((item (2) of [@変数ステージ v]) + (-1))\n replace item (4) of [@変数ステージ v] with [0]\n if <not <<not <((y) + (32)) > [224]>> and <(letter (item (3) of [@変数ステージ v]) of (item (item (1) of [@変数ステージ v]) of [stage data v])) = (block)>>> then\n replace item (3) of [@変数ステージ v] with ((item (2) of [@変数ステージ v]) + (1))\n repeat until <not <(letter (item (3) of [@変数ステージ v]) of (item (item (1) of [@変数ステージ v]) of [stage data v])) = (block)>>\n replace item (4) of [@変数ステージ v] with ((item (4) of [@変数ステージ v]) + (1))\n replace item (3) of [@変数ステージ v] with ((item (3) of [@変数ステージ v]) + (1))\n end\n replace item (3) of [@変数ステージ v] with ((item (2) of [@変数ステージ v]) + (-1))\n set pen size to (2)\n if <(block) = [3]> then\n set pen color to (#00ffff)\n set pen (transparency v) to (80)\n else\n set pen color to (#ff0000)\n end\n if <<<(y) > [192]> and <(letter (item (3) of [@変数ステージ v]) of (item (item (1) of [@変数ステージ v]) of [stage data v])) = (block)>> or <not <((letter (item (3) of [@変数ステージ v]) of (item (item (1) of [@変数ステージ v]) of [stage data v])) + (0)) = [0]>>> then\n set x to ((x) - (15))\n repeat (16)\n set y to ((y) + (15))\n pen down\n set y to ((y) - ((15) + ((item (4) of [@変数ステージ v]) * (32))))\n pen up\n change x by (2)\n end\n else\n replace item (5) of [@変数ステージ v] with [0]\n set x to ((x) - (15))\n repeat (16)\n set pen (transparency v) to (100)\n if <(block) = [3]> then\n set y to (((y) + (10)) + (([sin v] of ((((x) * (32)) + (item (5) of [@変数ステージ v])) + ((timer) * (150))) ) * (3)))\n else\n set y to (((y) + (10)) + (([sin v] of ((((x) * (32)) + (item (5) of [@変数ステージ v])) + ((timer) * (100))) ) * (3)))\n end\n pen down\n if <(block) = [3]> then\n set pen color to (#00ffff)\n set pen (transparency v) to (80)\n else\n set pen color to (#ff0000)\n end\n set y to ((y) - ((15) + ((item (4) of [@変数ステージ v]) * (32))))\n pen up\n change x by (2)\n replace item (5) of [@変数ステージ v] with ((item (5) of [@変数ステージ v]) + (2))\n end\n end\n go to x: (x) y: (y)\n end\n else\n if <(block) = [6]> then\n go to x: ((x) + (-6)) y: (y)\n replace item (5) of [@変数ステージ v] with [0]\n if <<(((item (16) of [@変数 v]) / (32)) + (8)) = (変数x)> and <((((item (17) of [@変数 v]) * (-1)) / (32)) + (8)) = (変数y)>> then\n set pen color to (#2aff00)\n else\n set pen color to (#ff0000)\n end\n set pen size to (1)\n repeat (15)\n set y to ((([sin v] of (((item (5) of [@変数ステージ v]) * (5)) + ((timer) * (100))) ) * ((item (5) of [@変数ステージ v]) / (3))) + ((-6) + (y)))\n pen down\n set y to ((([sin v] of (((item (5) of [@変数ステージ v]) * (5)) + ((timer) * (100))) ) * ((item (5) of [@変数ステージ v]) / (3))) + ((6) + (y)))\n pen up\n change x by (1)\n replace item (5) of [@変数ステージ v] with ((item (5) of [@変数ステージ v]) + (1))\n end\n go to x: ((x) + (-7)) y: ((y) + (11))\n set pen color to (#f1ad1d)\n set pen size to (6)\n pen down\n go to x: ((x) + (-7)) y: ((y) + (-13))\n pen up\n go to x: ((x) + (-7)) y: ((y) + (11))\n set pen color to (#e4c500)\n set pen size to (10)\n pen down\n pen up\n else\n if <<(block) = [1]> or <(block) = [2]>> then\n set pen color to (#dc8a3e)\n end\n set pen size to (2)\n go to x: ((x) - (15)) y: ((y) + (15))\n pen down\n go to x: ((x) + (15)) y: ((y) + (15))\n go to x: ((x) + (15)) y: ((y) - (15))\n go to x: ((x) - (15)) y: ((y) - (15))\n go to x: ((x) - (15)) y: ((y) + (15))\n pen up\n set pen size to (4)\n go to x: ((x) - (13)) y: ((y) + (13))\n pen down\n go to x: ((x) + (13)) y: ((y) + (13))\n go to x: ((x) + (13)) y: ((y) - (13))\n go to x: ((x) - (13)) y: ((y) - (13))\n go to x: ((x) - (13)) y: ((y) + (13))\n pen up\n go to x: (x) y: (y)\n set pen size to (32)\n pen down\n pen up\n if <(block) = [1]> then\n set pen size to (2)\n set pen color to (#2aff00)\n go to x: ((x) - (15)) y: ((y) + (15))\n pen down\n go to x: ((x) + (15)) y: ((y) + (15))\n go to x: ((x) + (15)) y: ((y) - (-5))\n go to x: ((x) - (15)) y: ((y) - (-5))\n go to x: ((x) - (15)) y: ((y) + (13))\n pen up\n set pen size to (4)\n go to x: ((x) - (14)) y: ((y) + (14))\n pen down\n go to x: ((x) + (14)) y: ((y) + (14))\n go to x: ((x) + (14)) y: ((y) - (-6))\n go to x: ((x) - (14)) y: ((y) - (-6))\n go to x: ((x) - (14)) y: ((y) + (14))\n pen up\n go to x: ((x) - (10)) y: ((y) + (10))\n set pen size to (10)\n pen down\n go to x: ((x) + (10)) y: ((y) + (10))\n pen up\n go to x: (x) y: (y)\n end\n end\n end\nend\ngo to x: (x) y: (y)\n\ndefine ステージ描画 (プレイヤースキン)\n変数更新\nreplace item (1) of [@変数ステージ v] with (item (3) of [@変数 v])\n当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) [1]\nerase all\ngo to x: (0) y: (0)\nset pen size to (1000)\nset pen color to (#d7fdff)\npen down\npen up\n他のプレイヤー描画\nreplace item (6) of [@変数ステージ v] with ((item (6) of [@変数ステージ v]) + (item (7) of [@変数ステージ v]))\nif <(item (7) of [@変数ステージ v]) = [-8]> then\n replace item (6) of [@変数ステージ v] with [0]\nelse\n replace item (7) of [@変数ステージ v] with ((item (7) of [@変数ステージ v]) + (-1))\nend\nif <<(プレイヤースキン) = []> and <(item (3) of [触れているブロック v]) or (item (4) of [触れているブロック v])>> then\n プレイヤースキン (item (10) of [@変数 v]) (item (11) of [@変数 v]) [100] []\nend\ngo to x: (((item (4) of [@変数 v]) * (-1)) + (-256)) y: ((item (6) of [@変数 v]) + (224))\nrepeat (17)\n replace item (2) of [@変数ステージ v] with (item (5) of [@変数 v])\n repeat (14)\n if <not <((letter (item (2) of [@変数ステージ v]) of (item (item (1) of [@変数ステージ v]) of [stage data v])) + (0)) = [0]>> then\n ブロック作成 (x position) (y position) (item (1) of [@変数ステージ v]) (item (2) of [@変数ステージ v]) (letter (item (2) of [@変数ステージ v]) of (item (item (1) of [@変数ステージ v]) of [stage data v])) (item (1) of [@変数ステージ v])\n end\n change y by (-32)\n replace item (2) of [@変数ステージ v] with ((item (2) of [@変数ステージ v]) + (1))\n end\n change x by (32)\n set y to ((item (6) of [@変数 v]) + (224))\n replace item (1) of [@変数ステージ v] with ((item (1) of [@変数ステージ v]) + (1))\nend\nif <<(プレイヤースキン) = []> and <not <(item (3) of [触れているブロック v]) or (item (4) of [触れているブロック v])>>> then\n プレイヤースキン (item (10) of [@変数 v]) (item (11) of [@変数 v]) [100] []\nend\nif <<(プレイヤースキン) = []> and <[] = [50]>> then\n PEN (username) ((item (10) of [@変数 v]) - (((length of (username)) / (2)) * (15))) ((item (11) of [@変数 v]) + (35)) [2] [] [4]\nend\n\nwhen flag clicked\ndelete all of [他のプレイヤー v]\nrepeat (130)\n add [] to [他のプレイヤー v]\nend\ndelete all of [ゴールエフェクト v]\ndelete all of [クラウド更新 v]\nrepeat (10)\n add [0] to [クラウド更新 v]\nend\ndelete all of [@変数 v]\nrepeat (22)\n add [0] to [@変数 v]\nend\ndelete all of [@変数ステージ v]\nreplace item (1) of [@変数 v] with [64]\nreplace item (2) of [@変数 v] with [-2656]\nreplace item (16) of [@変数 v] with [64]\nreplace item (17) of [@変数 v] with [-2656]\nreplace item (19) of [@変数 v] with []\nrepeat (12)\n add [0] to [@変数ステージ v]\nend\nreplace item (7) of [@変数ステージ v] with [-8]\ndelete all of [当たり判定用 v]\nrepeat (6)\n add [0] to [当たり判定用 v]\nend\ndelete all of [触れているブロック v]\nrepeat (6)\n add [false] to [触れているブロック v]\nend\nステージ描画 [1]\nユーザー名保存\nプレイヤー確認\n#player\nbroadcast (スタート v)\n\ndefine 動く\n押されているキー\n当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\nif (item (3) of [触れているブロック v]) then\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) + (-1))\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) * (.8))\nelse\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) + (-1))\nend\nif (item (1) of [押されているキー v]) then\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) + (.7))\n if <<(item (14) of [@変数 v]) = [4]> and (item (3) of [押されているキー v])> then\n replace item (8) of [@変数 v] with [12]\n replace item (9) of [@変数 v] with [12]\n replace item (14) of [@変数 v] with [2]\n end\nend\nif (item (2) of [押されているキー v]) then\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) + (-.7))\n if <<(item (14) of [@変数 v]) = [3]> and (item (3) of [押されているキー v])> then\n replace item (8) of [@変数 v] with [-12]\n replace item (9) of [@変数 v] with [12]\n replace item (14) of [@変数 v] with [2]\n end\nend\nif (item (3) of [触れているブロック v]) then\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) * (.86))\nelse\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) * (.9))\nend\nreplace item (10) of [@変数 v] with ((item (10) of [@変数 v]) + (round (item (8) of [@変数 v])))\n当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\nif <(item (1) of [触れているブロック v]) or <(item (2) of [触れているブロック v]) or (item (5) of [触れているブロック v])>> then\n replace item (10) of [@変数 v] with ((item (10) of [@変数 v]) - (round (item (8) of [@変数 v])))\n 座標調整 [1]\n if <(item (1) of [触れているブロック v]) or (item (2) of [触れているブロック v])> then\n if <(item (8) of [@変数 v]) < [0]> then\n replace item (14) of [@変数 v] with [4]\n else\n replace item (14) of [@変数 v] with [3]\n end\n else\n replace item (14) of [@変数 v] with [2]\n end\n replace item (8) of [@変数 v] with [0]\nend\nif <<(item (14) of [@変数 v]) = [3]> or <(item (14) of [@変数 v]) = [4]>> then\n if (item (4) of [押されているキー v]) then\n replace item (14) of [@変数 v] with [2]\n else\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (<(item (14) of [@変数 v]) = [3]> + (<(item (14) of [@変数 v]) = [4]> * (-1))))\n 当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\n if <(item (1) of [触れているブロック v]) or <(item (2) of [触れているブロック v]) or (item (5) of [触れているブロック v])>> then\n if <not (item (5) of [触れているブロック v])> then\n if <(item (9) of [@変数 v]) < [-4]> then\n replace item (9) of [@変数 v] with [-4]\n end\n end\n else\n replace item (14) of [@変数 v] with [2]\n end\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + ((<(item (14) of [@変数 v]) = [3]> * (-1)) + <(item (14) of [@変数 v]) = [4]>))\n end\nend\nreplace item (11) of [@変数 v] with ((item (11) of [@変数 v]) + (round (item (9) of [@変数 v])))\n当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\nif <(item (1) of [触れているブロック v]) or <(item (2) of [触れているブロック v]) or (item (5) of [触れているブロック v])>> then\n replace item (11) of [@変数 v] with ((item (11) of [@変数 v]) - (round (item (9) of [@変数 v])))\n 座標調整 [2]\n replace item (9) of [@変数 v] with [0]\nend\nreplace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (round (((item (11) of [@変数 v]) + (round (item (9) of [@変数 v]))) / (10))))\nreplace item (11) of [@変数 v] with ((item (11) of [@変数 v]) - (round (((item (11) of [@変数 v]) + (round (item (9) of [@変数 v]))) / (10))))\nreplace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (round (((item (10) of [@変数 v]) + (round (item (8) of [@変数 v]))) / (8))))\nreplace item (10) of [@変数 v] with ((item (10) of [@変数 v]) - (round (((item (10) of [@変数 v]) + (round (item (8) of [@変数 v]))) / (8))))\nreplace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (-1))\n当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\nif <(item (1) of [触れているブロック v]) or <(item (2) of [触れているブロック v]) or (item (3) of [触れているブロック v])>> then\n if (item (3) of [押されているキー v]) then\n if (item (3) of [触れているブロック v]) then\n if <(item (1) of [触れているブロック v]) or (item (2) of [触れているブロック v])> then\n replace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (1))\n 当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\n if (item (3) of [触れているブロック v]) then\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) + (1))\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) * (1.2))\n else\n replace item (9) of [@変数 v] with [13]\n end\n replace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (-1))\n else\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) + (1))\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) * (1.2))\n end\n else\n replace item (9) of [@変数 v] with [13]\n end\n end\n replace item (14) of [@変数 v] with [1]\nelse\n if <not <<(item (14) of [@変数 v]) = [3]> or <(item (14) of [@変数 v]) = [4]>>> then\n replace item (14) of [@変数 v] with [2]\n end\nend\nreplace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (1))\nif (item (5) of [触れているブロック v]) then\n replace item (9) of [@変数 v] with [17]\n replace item (6) of [@変数ステージ v] with [0]\n replace item (7) of [@変数ステージ v] with [7]\n replace item (8) of [@変数ステージ v] with (item (1) of [ばねに触れた v])\n replace item (9) of [@変数ステージ v] with (item (2) of [ばねに触れた v])\n replace item (10) of [@変数ステージ v] with (item (3) of [ばねに触れた v])\n replace item (11) of [@変数ステージ v] with (item (4) of [ばねに触れた v])\nend\nif <(item (11) of [@変数 v]) < [-80]> then\n replace item (2) of [@変数 v] with ((item (2) of [@変数 v]) - ((-80) - (item (11) of [@変数 v])))\n replace item (11) of [@変数 v] with [-80]\nend\n\ndefine 変数更新\nreplace item (3) of [@変数 v] with (((item (1) of [@変数 v]) - ((item (1) of [@変数 v]) mod (32))) / (32))\nreplace item (4) of [@変数 v] with ((item (1) of [@変数 v]) mod (32))\nreplace item (5) of [@変数 v] with ((((item (2) of [@変数 v]) - ((item (2) of [@変数 v]) mod (32))) / (32)) * (-1))\nreplace item (6) of [@変数 v] with (((item (2) of [@変数 v]) mod (32)) * (-1))\n\ndefine 当たり判定確認 (x) (y) (アクション)\ndelete all of [ばねに触れた v]\nrepeat until <(item # of [true] in [触れているブロック v]) = [0]>\n replace item (item # of [true] in [触れているブロック v]) of [触れているブロック v] with [false]\nend\nreplace item (12) of [@変数 v] with [1]\nrepeat ((length of [プレイヤー当たり判定 v]) / (2))\n replace item (1) of [当たり判定用 v] with (((item (1) of [@変数 v]) + (item (item (12) of [@変数 v]) of [プレイヤー当たり判定 v])) + (item (10) of [@変数 v]))\n replace item (2) of [当たり判定用 v] with ((((item (1) of [当たり判定用 v]) - ((item (1) of [当たり判定用 v]) mod (32))) / (32)) + (8))\n replace item (3) of [当たり判定用 v] with (((item (2) of [@変数 v]) + (item ((item (12) of [@変数 v]) + (1)) of [プレイヤー当たり判定 v])) + (item (11) of [@変数 v]))\n replace item (4) of [当たり判定用 v] with (((((item (3) of [当たり判定用 v]) - ((item (3) of [当たり判定用 v]) mod (32))) / (32)) * (-1)) + (7))\n replace item (5) of [当たり判定用 v] with (letter (item (4) of [当たり判定用 v]) of (item (item (2) of [当たり判定用 v]) of [stage data v]))\n replace item (item (5) of [当たり判定用 v]) of [触れているブロック v] with [true]\n replace item (12) of [@変数 v] with ((item (12) of [@変数 v]) + (2))\n if <(アクション) = []> then\n if <(item (5) of [当たり判定用 v]) = [5]> then\n if <<(item # of (item (2) of [当たり判定用 v]) in [ばねに触れた v]) = [0]> or <not <(item ((item # of (item (2) of [当たり判定用 v]) in [ばねに触れた v]) + (1)) of [ばねに触れた v]) = (item (4) of [当たり判定用 v])>>> then\n add (item (2) of [当たり判定用 v]) to [ばねに触れた v]\n add (item (4) of [当たり判定用 v]) to [ばねに触れた v]\n end\n end\n if <(item (5) of [当たり判定用 v]) = [6]> then\n replace item (16) of [@変数 v] with (((item (2) of [当たり判定用 v]) * (32)) + (-256))\n replace item (17) of [@変数 v] with ((((item (4) of [当たり判定用 v]) * (32)) + (-256)) * (-1))\n end\n end\nend\n\ndefine プレイヤースキン (x) (y) (大きさ) (他のプレイヤー)\ngo to x: ((x) + ((-12) * ((大きさ) / (100)))) y: ((y) + ((12) * ((大きさ) / (100))))\nif <(他のプレイヤー) = []> then\n set pen color to (#4dda31)\nelse\n set pen color to (#6331da)\nend\nset pen size to ((8) * ((大きさ) / (100)))\npen down\ngo to x: ((x) + ((-12) * ((大きさ) / (100)))) y: ((y) + ((-12) * ((大きさ) / (100))))\ngo to x: ((x) + ((12) * ((大きさ) / (100)))) y: ((y) + ((-12) * ((大きさ) / (100))))\ngo to x: ((x) + ((12) * ((大きさ) / (100)))) y: ((y) + ((12) * ((大きさ) / (100))))\ngo to x: ((x) + ((-12) * ((大きさ) / (100)))) y: ((y) + ((12) * ((大きさ) / (100))))\npen up\ngo to x: (x) y: (y)\nset pen color to (#ffffff)\nset pen size to ((24) * ((大きさ) / (100)))\npen down\npen up\ngo to x: (x) y: (y)\nset pen color to (#000000)\nset pen size to ((12) * ((大きさ) / (100)))\npen down\npen up\ngo to x: ((x) + ((2) * ((大きさ) / (100)))) y: ((y) + ((3) * ((大きさ) / (100))))\nset pen color to (#ffffff)\nset pen size to ((4) * ((大きさ) / (100)))\npen down\npen up\ngo to x: (x) y: (y)\n\ndefine 座標調整 (xかy)\nreplace item (13) of [@変数 v] with [2]\nrepeat until <(round ((item ((8) + ((xかy) - (1))) of [@変数 v]) / (item (13) of [@変数 v]))) = [0]>\n replace item ((10) + ((xかy) - (1))) of [@変数 v] with ((item ((10) + ((xかy) - (1))) of [@変数 v]) + (round ((item ((8) + ((xかy) - (1))) of [@変数 v]) / (item (13) of [@変数 v]))))\n 当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\n if <(item (1) of [触れているブロック v]) or <(item (2) of [触れているブロック v]) or (item (5) of [触れているブロック v])>> then\n replace item ((10) + ((xかy) - (1))) of [@変数 v] with ((item ((10) + ((xかy) - (1))) of [@変数 v]) - (round ((item ((8) + ((xかy) - (1))) of [@変数 v]) / (item (13) of [@変数 v]))))\n end\n replace item (13) of [@変数 v] with ((item (13) of [@変数 v]) + (2))\nend\n\ndefine スクロール (x) (y) (初期タイム)\nrepeat until <<([abs v] of (round (((x) - (item (1) of [@変数 v])) / (10))) ) < [1]> and <([abs v] of (round (((y) - (item (2) of [@変数 v])) / (10))) ) < [1]>>\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (round (((x) - (item (1) of [@変数 v])) / (10))))\n replace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (round (((y) - (item (2) of [@変数 v])) / (10))))\n ステージ描画 [1]\n ゴール描画\n PEN (([floor v] of (((timer) - (初期タイム)) * (1000)) ) / (1000)) [-225] [155] [3] [] [4]\n クラウド更新 [1]\nend\nスクロール2 (x) (y) (初期タイム)\n\ndefine PEN (text) (x) (y) (size) (data) (太さ)\ndelete all of [pen@変数 v]\nrepeat (10)\n add [] to [pen@変数 v]\nend\nset pen size to (((size) + (太さ)) / (2.5))\nset pen color to (#000000)\nreplace item (7) of [pen@変数 v] with [1]\nif <(data) = []> then\n replace item (9) of [pen@変数 v] with (length of (text))\nelse\n replace item (9) of [pen@変数 v] with ((length of (data)) / (2))\nend\nrepeat (item (9) of [pen@変数 v])\n if <(data) = []> then\n replace item (8) of [pen@変数 v] with (item # of (letter (item (7) of [pen@変数 v]) of (text)) in [pen:letter v])\n else\n replace item (8) of [pen@変数 v] with ((join (((item (7) of [pen@変数 v]) * (2)) - (1)) ((item (7) of [pen@変数 v]) * (2))) + ())\n end\n replace item (1) of [pen@変数 v] with [1]\n replace item (2) of [pen@変数 v] with (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v]))\n if <(item (2) of [pen@変数 v]) = [-]> then\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (2) of [pen@変数 v] with (join (item (2) of [pen@変数 v]) (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v])))\n end\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (3) of [pen@変数 v] with (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v]))\n if <(item (3) of [pen@変数 v]) = [-]> then\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (3) of [pen@変数 v] with (join (item (3) of [pen@変数 v]) (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v])))\n end\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n repeat until <(length of (item (item (8) of [pen@変数 v]) of [pen:data v])) < (item (1) of [pen@変数 v])>\n replace item (4) of [pen@変数 v] with (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v]))\n if <(item (4) of [pen@変数 v]) = [@]> then\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (4) of [pen@変数 v] with []\n pen up\n else\n if <(item (4) of [pen@変数 v]) = [-]> then\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (4) of [pen@変数 v] with (join (item (4) of [pen@変数 v]) (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v])))\n end\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (5) of [pen@変数 v] with (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v]))\n if <(item (5) of [pen@変数 v]) = [-]> then\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n replace item (5) of [pen@変数 v] with (join (item (5) of [pen@変数 v]) (letter (item (1) of [pen@変数 v]) of (item (item (8) of [pen@変数 v]) of [pen:data v])))\n end\n replace item (1) of [pen@変数 v] with ((item (1) of [pen@変数 v]) + (1))\n go to x: ((x) + (((item (5) of [pen@変数 v]) * ((size) * (1.25))) + ((item (6) of [pen@変数 v]) - ((item (2) of [pen@変数 v]) * ((size) * (1.25)))))) y: ((y) + ((item (4) of [pen@変数 v]) * ((size) * (1.25))))\n pen down\n replace item (4) of [pen@変数 v] with []\n replace item (5) of [pen@変数 v] with []\n end\n end\n pen up\n replace item (6) of [pen@変数 v] with ((item (6) of [pen@変数 v]) + ((((item (3) of [pen@変数 v]) * ((size) * (1.25))) - ((item (2) of [pen@変数 v]) * ((size) * (1.25)))) + ((size) * (2.5))))\n replace item (7) of [pen@変数 v] with ((item (7) of [pen@変数 v]) + (1))\nend\n\ndefine ゴール描画\nif <<([abs v] of ((((item (1) of [@変数ステージ v]) * (-32)) + (6418)) - (item (4) of [@変数 v])) ) < [245]> and <([abs v] of ((((item (2) of [@変数ステージ v]) * (32)) + (-3182)) + (item (6) of [@変数 v])) ) < [300]>> then\n set pen size to (4)\n set pen color to (#fff600)\n go to x: ((((item (1) of [@変数ステージ v]) * (-32)) + (6418)) - (item (4) of [@変数 v])) y: ((((item (2) of [@変数ステージ v]) * (32)) + (-3182)) + (item (6) of [@変数 v]))\n pen down\n go to x: ((((item (1) of [@変数ステージ v]) * (-32)) + (6542)) - (item (4) of [@変数 v])) y: ((((item (2) of [@変数ステージ v]) * (32)) + (-3182)) + (item (6) of [@変数 v]))\n pen up\n go to x: ((((item (1) of [@変数ステージ v]) * (-32)) + (6418)) - (item (4) of [@変数 v])) y: ((((item (2) of [@変数ステージ v]) * (32)) + (-3178)) + (item (6) of [@変数 v]))\n pen down\n go to x: ((((item (1) of [@変数ステージ v]) * (-32)) + (6542)) - (item (4) of [@変数 v])) y: ((((item (2) of [@変数ステージ v]) * (32)) + (-3178)) + (item (6) of [@変数 v]))\n pen up\n if <(pick random (1) to (5)) = [1]> then\n add (pick random (2) to (122)) to [ゴールエフェクト v]\n add [5] to [ゴールエフェクト v]\n add [0] to [ゴールエフェクト v]\n end\n replace item (18) of [@変数 v] with [1]\n repeat ((length of [ゴールエフェクト v]) / (3))\n go to x: (((((item (1) of [@変数ステージ v]) * (-32)) + (6418)) - (item (4) of [@変数 v])) + (item (item (18) of [@変数 v]) of [ゴールエフェクト v])) y: (((((item (2) of [@変数ステージ v]) * (32)) + (-3178)) + (item (6) of [@変数 v])) + (item ((item (18) of [@変数 v]) + (1)) of [ゴールエフェクト v]))\n set pen size to (5)\n set pen color to (#fff600)\n set pen (transparency v) to (item ((item (18) of [@変数 v]) + (2)) of [ゴールエフェクト v])\n pen down\n pen up\n replace item ((item (18) of [@変数 v]) + (1)) of [ゴールエフェクト v] with ((item ((item (18) of [@変数 v]) + (1)) of [ゴールエフェクト v]) + (pick random (3) to (5)))\n replace item ((item (18) of [@変数 v]) + (2)) of [ゴールエフェクト v] with ((item ((item (18) of [@変数 v]) + (2)) of [ゴールエフェクト v]) + (pick random (1) to (10)))\n if <[100] < (item ((item (18) of [@変数 v]) + (2)) of [ゴールエフェクト v])> then\n repeat (3)\n delete (item (18) of [@変数 v]) of [ゴールエフェクト v]\n end\n else\n replace item (18) of [@変数 v] with ((item (18) of [@変数 v]) + (3))\n end\n end\nend\n\nwhen I receive [スタート v]\nrepeat until <<<((item (1) of [@変数 v]) + (item (10) of [@変数 v])) < [5985]> and <((item (1) of [@変数 v]) + (item (10) of [@変数 v])) > [5887]>> and <((item (2) of [@変数 v]) + (item (11) of [@変数 v])) < [-2712]>>\n if <(item (19) of [@変数 v]) = []> then\n if <(item (1) of [押されているキー v]) or <(item (2) of [押されているキー v]) or (item (3) of [押されているキー v])>> then\n replace item (19) of [@変数 v] with (timer)\n end\n end\n 当たり判定確認 (item (10) of [@変数 v]) (item (11) of [@変数 v]) []\n if <<key (r v) pressed?> or <(item (4) of [触れているブロック v]) or <(item (2) of [@変数 v]) < [-3400]>>> then\n replace item (21) of [@変数 v] with [0]\n スクロール (item (16) of [@変数 v]) (item (17) of [@変数 v]) (item (19) of [@変数 v])\n repeat until <(item (21) of [@変数 v]) = [1]>\n ステージ描画 []\n クラウド更新 []\n ゴール描画\n if <(item (19) of [@変数 v]) = []> then\n PEN [0.000] [-225] [155] [3] [] [4]\n else\n PEN (([floor v] of (((timer) - (item (19) of [@変数 v])) * (1000)) ) / (1000)) [-225] [155] [3] [] [4]\n end\n if <not <key (r v) pressed?>> then\n replace item (21) of [@変数 v] with [1]\n end\n end\n else\n 動く\n ステージ描画 []\n クラウド更新 []\n ゴール描画\n プレイヤー数\n end\n if <(item (19) of [@変数 v]) = []> then\n PEN [0.000] [-225] [155] [3] [] [4]\n else\n PEN (([floor v] of (((timer) - (item (19) of [@変数 v])) * (1000)) ) / (1000)) [-225] [155] [3] [] [4]\n end\nend\nreplace item (19) of [@変数 v] with (([floor v] of (((timer) - (item (19) of [@変数 v])) * (1000)) ) / (1000))\nreplace item (20) of [@変数 v] with (join (letter (1) of (☁ world record)) (join (letter (2) of (☁ world record)) (join (letter (3) of (☁ world record)) (join [.] (join (letter (4) of (☁ world record)) (join (letter (5) of (☁ world record)) (letter (6) of (☁ world record))))))))\nif <<(length of (item (19) of [@変数 v])) = [7]> and <(item (19) of [@変数 v]) < (item (20) of [@変数 v])>> then\n replace item (20) of [@変数 v] with (item (19) of [@変数 v])\n set [☁ world record v] to (join (letter (1) of (item (19) of [@変数 v])) (join (letter (2) of (item (19) of [@変数 v])) (join (letter (3) of (item (19) of [@変数 v])) (join (letter (5) of (item (19) of [@変数 v])) (join (letter (6) of (item (19) of [@変数 v])) (letter (7) of (item (19) of [@変数 v])))))))\nend\nforever\n ステージ描画 []\n ゴール描画\n クリア文字\nend\n\nwhen I receive [スタート v]\nforever\n play sound [kibou v] until done\nend\n\ndefine クリア文字\nクリア文字2 [-130] [95] [140] [95] [#00ff00] [130]\nクリア文字2 [-130] [95] [140] [95] [#ffffff] [110]\nPEN [clear] [-100] [100] [10] [] [5]\nクリア文字2 [-200] [-32] [0] [-32] [#ff0000] [50]\nクリア文字2 [-200] [-32] [0] [-32] [#ffffff] [40]\nPEN [World record] [-200] [-30] [3] [] [5]\nクリア文字2 [-200] [-122] [0] [-122] [#0000ff] [50]\nクリア文字2 [-200] [-122] [0] [-122] [#ffffff] [40]\nPEN [your time] [-170] [-118] [3] [] [5]\nクリア文字2 [70] [-32] [210] [-32] [#ff0000] [50]\nクリア文字2 [70] [-32] [210] [-32] [#ffffff] [40]\nPEN (item (20) of [@変数 v]) ((140) - (((length of (item (20) of [@変数 v])) / (2)) * (20))) [-32] [3] [] [5]\nクリア文字2 [70] [-122] [210] [-122] [#0000ff] [50]\nクリア文字2 [70] [-122] [210] [-122] [#ffffff] [40]\nPEN (item (19) of [@変数 v]) ((140) - (((length of (item (19) of [@変数 v])) / (2)) * (20))) [-122] [3] [] [5]\n\ndefine クリア文字2 (x1) (y1) (x2) (y2) (色) (太さ)\nset pen color to (色)\ngo to x: (x1) y: (y1)\nset pen size to (太さ)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine プレイヤー確認\ndelete all of [プレイヤー確認用 v]\nadd (letter (1) of (☁ player1)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player2)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player3)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player4)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player5)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player6)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player7)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player8)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player9)) to [プレイヤー確認用 v]\nwait (.5) seconds\nif <(letter (1) of (☁ player1)) = (item (1) of [プレイヤー確認用 v])> then\n set [☁ player1 v] to [0]\nend\nif <(letter (1) of (☁ player2)) = (item (2) of [プレイヤー確認用 v])> then\n set [☁ player2 v] to [0]\nend\nif <(letter (1) of (☁ player3)) = (item (3) of [プレイヤー確認用 v])> then\n set [☁ player3 v] to [0]\nend\nif <(letter (1) of (☁ player4)) = (item (4) of [プレイヤー確認用 v])> then\n set [☁ player4 v] to [0]\nend\nif <(letter (1) of (☁ player5)) = (item (5) of [プレイヤー確認用 v])> then\n set [☁ player5 v] to [0]\nend\nif <(letter (1) of (☁ player6)) = (item (6) of [プレイヤー確認用 v])> then\n set [☁ player6 v] to [0]\nend\nif <(letter (1) of (☁ player7)) = (item (7) of [プレイヤー確認用 v])> then\n set [☁ player7 v] to [0]\nend\nif <(letter (1) of (☁ player8)) = (item (8) of [プレイヤー確認用 v])> then\n set [☁ player8 v] to [0]\nend\nif <(letter (1) of (☁ player9)) = (item (9) of [プレイヤー確認用 v])> then\n set [☁ player9 v] to [0]\nend\n\ndefine クラウド更新 (表示)\nreplace item (7) of [クラウド更新 v] with [00]\nreplace item (8) of [クラウド更新 v] with ((表示) + (0))\nreplace item (1) of [クラウド更新 v] with ((item (1) of [クラウド更新 v]) + (1))\nif <(item (1) of [クラウド更新 v]) = [4]> then\n replace item (1) of [クラウド更新 v] with [0]\n if <(item (2) of [クラウド更新 v]) = [9]> then\n replace item (2) of [クラウド更新 v] with [0]\n else\n replace item (2) of [クラウド更新 v] with ((item (2) of [クラウド更新 v]) + (1))\n end\n replace item (4) of [クラウド更新 v] with (join (item (2) of [クラウド更新 v]) (join (item (3) of [クラウド更新 v]) (join (item (7) of [クラウド更新 v]) (join (item (8) of [クラウド更新 v]) (item (5) of [クラウド更新 v])))))\n replace item (3) of [クラウド更新 v] with []\n if <(#player) = [1]> then\n set [☁ player1 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [2]> then\n set [☁ player2 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [3]> then\n set [☁ player3 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [4]> then\n set [☁ player4 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [5]> then\n set [☁ player5 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [6]> then\n set [☁ player6 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [7]> then\n set [☁ player7 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [8]> then\n set [☁ player8 v] to (item (4) of [クラウド更新 v])\n end\n if <(#player) = [9]> then\n set [☁ player9 v] to (item (4) of [クラウド更新 v])\n end\nend\nreplace item (3) of [クラウド更新 v] with (join (item (3) of [クラウド更新 v]) (join (((item (1) of [@変数 v]) + (item (10) of [@変数 v])) + (2000)) (((item (2) of [@変数 v]) + (item (11) of [@変数 v])) + (5000))))\n\ndefine ユーザー名保存\nreplace item (6) of [クラウド更新 v] with [1]\nreplace item (5) of [クラウド更新 v] with []\nrepeat (length of (username))\n if <(length of (item # of (letter (item (6) of [クラウド更新 v]) of (username)) in [pen:letter v])) = [1]> then\n replace item (5) of [クラウド更新 v] with (join (item (5) of [クラウド更新 v]) (join [0] (item # of (letter (item (6) of [クラウド更新 v]) of (username)) in [pen:letter v])))\n else\n replace item (5) of [クラウド更新 v] with (join (item (5) of [クラウド更新 v]) (item # of (letter (item (6) of [クラウド更新 v]) of (username)) in [pen:letter v]))\n end\n replace item (6) of [クラウド更新 v] with ((item (6) of [クラウド更新 v]) + (1))\nend\n\ndefine 他のプレイヤー描画\nreplace item (1) of [他のプレイヤー v] with [4]\nreplace item (3) of [他のプレイヤー v] with [6]\nreplace item (4) of [他のプレイヤー v] with (☁ player1)\nreplace item (17) of [他のプレイヤー v] with (☁ player2)\nreplace item (30) of [他のプレイヤー v] with (☁ player3)\nreplace item (43) of [他のプレイヤー v] with (☁ player4)\nreplace item (56) of [他のプレイヤー v] with (☁ player5)\nreplace item (69) of [他のプレイヤー v] with (☁ player6)\nreplace item (82) of [他のプレイヤー v] with (☁ player7)\nreplace item (95) of [他のプレイヤー v] with (☁ player8)\nreplace item (103) of [他のプレイヤー v] with (☁ player9)\nreplace item (22) of [@変数 v] with [0]\nrepeat (9)\n replace item (2) of [他のプレイヤー v] with [2]\n if <not <(item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]) = [0]>> then\n replace item (22) of [@変数 v] with ((item (22) of [@変数 v]) + (1))\n end\n if <not <(letter (1) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) = (item ((item (1) of [他のプレイヤー v]) + (1)) of [他のプレイヤー v])>> then\n replace item ((item (1) of [他のプレイヤー v]) + (1)) of [他のプレイヤー v] with (letter (1) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]))\n repeat (4)\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with ((join (letter (item (2) of [他のプレイヤー v]) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (join (letter ((item (2) of [他のプレイヤー v]) + (1)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (join (letter ((item (2) of [他のプレイヤー v]) + (2)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (letter ((item (2) of [他のプレイヤー v]) + (3)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]))))) - (2000))\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (4))\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with ((join (letter (item (2) of [他のプレイヤー v]) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (join (letter ((item (2) of [他のプレイヤー v]) + (1)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (join (letter ((item (2) of [他のプレイヤー v]) + (2)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (letter ((item (2) of [他のプレイヤー v]) + (3)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]))))) - (5000))\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (4))\n end\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (-8))\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (-32))\n end\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (32))\n if <<(letter ((item (2) of [他のプレイヤー v]) + (2)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) = [0]> and <not <(#player) = ((((item (1) of [他のプレイヤー v]) - (4)) / (13)) + (1))>>> then\n プレイヤースキン (((item (1) of [@変数 v]) - (item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v])) * (-1)) (((item (2) of [@変数 v]) - (item ((item (3) of [他のプレイヤー v]) + (1)) of [他のプレイヤー v])) * (-1)) [100] [1]\n end\n if <not <((item (3) of [他のプレイヤー v]) + (2)) = []>> then\n repeat (6)\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with (item ((item (3) of [他のプレイヤー v]) + (2)) of [他のプレイヤー v])\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n end\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with []\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with []\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (-8))\n end\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (8))\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with (join (letter (item (2) of [他のプレイヤー v]) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (letter ((item (2) of [他のプレイヤー v]) + (1)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])))\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (2))\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with (letter (item (2) of [他のプレイヤー v]) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]))\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (1))\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (1))\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with []\n repeat until <(item (2) of [他のプレイヤー v]) > (length of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]))>\n replace item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v] with (join (item (item (3) of [他のプレイヤー v]) of [他のプレイヤー v]) (item (join (letter (item (2) of [他のプレイヤー v]) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v])) (letter ((item (2) of [他のプレイヤー v]) + (1)) of (item (item (1) of [他のプレイヤー v]) of [他のプレイヤー v]))) of [pen:letter v]))\n replace item (2) of [他のプレイヤー v] with ((item (2) of [他のプレイヤー v]) + (2))\n end\n replace item (3) of [他のプレイヤー v] with ((item (3) of [他のプレイヤー v]) + (3))\n replace item (1) of [他のプレイヤー v] with ((item (1) of [他のプレイヤー v]) + (13))\nend\n\nset [☁ world record v] to [999999]\n\ndefine #player\nset [#player v] to [0]\nif <(☁ player1) = [0]> then\n set [#player v] to [1]\nelse\n if <(☁ player2) = [0]> then\n set [#player v] to [2]\n else\n if <(☁ player3) = [0]> then\n set [#player v] to [3]\n else\n if <(☁ player4) = [0]> then\n set [#player v] to [4]\n else\n if <(☁ player5) = [0]> then\n set [#player v] to [5]\n else\n if <(☁ player6) = [0]> then\n set [#player v] to [6]\n else\n if <(☁ player7) = [0]> then\n set [#player v] to [7]\n else\n if <(☁ player8) = [0]> then\n set [#player v] to [8]\n else\n if <(☁ player9) = [0]> then\n set [#player v] to [9]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine スクロール2 (x) (y) (初期)\ndelete all of [@変数 v]\nrepeat (22)\n add [0] to [@変数 v]\nend\nreplace item (1) of [@変数 v] with (x)\nreplace item (2) of [@変数 v] with (y)\nreplace item (16) of [@変数 v] with (x)\nreplace item (17) of [@変数 v] with (y)\nreplace item (19) of [@変数 v] with (初期)\nクラウド更新 [1]\n\ndefine 押されているキー\ndelete all of [押されているキー v]\nadd <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [100]>>>> to [押されているキー v]\nadd <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-100]>>>> to [押されているキー v]\nadd <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [80]>>>> to [押されているキー v]\nadd <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [-80]>>>> to [押されているキー v]\n\ndefine プレイヤー数\nPEN (item (22) of [@変数 v]) [210] [155] [3] [] [4]\n\nwhen I receive [スタート v]\nforever\n プレイヤー確認\nend\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ v)\nhide\n\nshow\n\n
Purpleformer || A Platformer (Mobile Friendly) #GAMES
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [start v]\nforever\n switch backdrop to ((Level) + (1))\nend\n\nwhen flag clicked\nforever\n wait (.5) seconds\n play sound [Inferno v] until done\n wait (.5) seconds\n play sound [Nebula v] until done\nend\n\n@Sprite5\n\n@Player\n\nset [brightness v] effect to (100)\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) < [11]> then\n if <not <(Mode) = [Hard]>> then\n if <<(started) = [1]> and <key (s v) pressed?>> then\n change [level v] by (1)\n broadcast (next level v)\n end\n wait until <not <key (s v) pressed?>>\n end\n end\nend\n\nwhen I receive [message1 v]\nif <(Clone?) = [true]> then\n switch costume to (playertrail v)\n change size by (-10)\n change [ghost effect v] by (10)\n set [ghost v] effect to (Ghost Effect)\n if <(Ghost Effect) = [100]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost effect v] to [50]\n\nwhen I receive [restart level v]\nshow\ngo to x: (-220) y: (-100)\nClear\nif <(Level) = [2]> then\n broadcast (2 v)\nend\n\nwhen flag clicked\nset [wall jumping v] to [0]\ngo to x: (-200) y: (-100)\nset [velocity y v] to [0]\nset rotation style [left-right v]\n\ndefine Detect Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n set [velocity y v] to [0]\n end\nend\n\ndefine Walk (direction) (speed)\nswitch costume to (playermoving v)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by (() - (speed))\n change y by (() - (Slope))\n if <<<key (up arrow v) pressed?> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jumping) = [0]> then\n set [velocity x v] to ((-1.2) * (speed))\n set [velocity y v] to [11]\n set [falling v] to [6]\n set [wall jumping v] to [15]\n end\n else\n set [velocity y v] to [0]\n end\nend\n\ndefine Clear\ndelete this clone\n\nwhen I receive [start v]\nhide\nset [level v] to [1]\nforever\n change [velocity y v] by (-1)\n change y by (Velocity Y)\n Detect Ground <(Velocity Y) > [0]>\n if <(wall jumping) > [0]> then\n change [wall jumping v] by (-1)\n else\n set [velocity x v] to ((Velocity X) * (0.7))\n if <<key (left arrow v) pressed?> or <<(mouse x) < ((x position) + (20))> and <mouse down?>>> then\n change [velocity x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (20))> and <mouse down?>>> then\n change [velocity x v] by (1.5)\n end\n end\n if <(Velocity X) < [-1.5]> then\n Walk [-90] (Velocity X)\n else\n if <(Velocity X) > [1.5]> then\n Walk [90] (Velocity X)\n else\n switch costume to (playeridle v)\n end\n end\n Animate\n if <<<key (up arrow v) pressed?> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> and <(Falling) < [4]>> then\n set [velocity y v] to [12]\n end\n if <<key (down arrow v) pressed?> or <<((y position) + (-20)) > (mouse y)> and <mouse down?>>> then\n change [velocity y v] by (-1)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n set [clone? v] to [true]\n create clone of (_myself_ v)\n set [clone? v] to [false]\n broadcast (message1 v)\n wait (0) seconds\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <touching (enemies v)?>> then\n if <(Mode) = [Hard]> then\n set [level v] to [1]\n end\n broadcast (restart level v)\n end\n if <touching (end flag v)?> then\n change [level v] by (1)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (playeridle v)\n\ndefine Animate\nif <(costume [name v]) = [PlayerIdle]> then\n if <(Velocity Y) > [0]> then\n switch costume to (idlejump v)\n else\n if <(Falling) > [0]> then\n switch costume to (fallidle v)\n else\n switch costume to (playeridle v)\n end\n end\nelse\n change y by (-10)\n if <(Velocity Y) > [0]> then\n switch costume to (playerjump v)\n else\n if <<(Falling) > [0]> and <not <touching (ground v)?>>> then\n switch costume to (playerfall v)\n else\n switch costume to (playermoving v)\n end\n end\n change y by (10)\nend\n\n@Ground\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nset [brightness v] effect to (100)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (36) y: (28)\nshow\nforever\n switch costume to (Level)\n if <(Level) = [10]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@end flag\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [1]> then\n go to x: (211) y: (109)\n else\n if <(Level) = [2]> then\n go to x: (200) y: (-8)\n else\n if <(Level) = [3]> then\n go to x: (211) y: (126)\n else\n if <(Level) = [4]> then\n go to x: (211) y: (130)\n else\n if <(Level) = [5]> then\n go to x: (211) y: (-115)\n else\n if <(Level) = [6]> then\n go to x: (211) y: (120)\n else\n if <(Level) = [7]> then\n go to x: (211) y: (120)\n else\n if <(Level) = [8]> then\n go to x: (211) y: (115)\n else\n if <(Level) = [9]> then\n go to x: (200) y: (-85)\n else\n if <(Level) = [10]> then\n go to x: (200) y: (-85)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n wait (.1) seconds\n next costume\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [restart level v]\nshow\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (enemyidle v)\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [0]\n\nswitch costume to (weapon1 v)\ncreate clone of (_myself_ v)\nswitch costume to (enemyidle v)\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n clear graphic effects\n set size to (100) %\n show\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n go to [front v] layer\n forever\n if <touching (spikes v)?> then\n clear graphic effects\n set rotation style [all around v]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by ((0) - ((Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by ((Speed) / (10))\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (ground v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (ground v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n Animate\n end\nend\n\nwhen flag clicked\nset [speed v] to [3]\n\nwhen I receive [restart level v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone [-50] [-50]\nend\nif <(Level) = [4]> then\n Clone [10] [90]\nend\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n forever\n set [clone# v] to [2]\n create clone of (_myself_ v)\n set [clone# v] to [1]\n wait (0) seconds\n end\nelse\n set [ghost effect en v] to [50]\n switch costume to (enemytrail v)\nend\n\nwhen I receive [message1 v]\nif <(Clone#) = [2]> then\n change [ghost effect en v] by (10)\n set [ghost v] effect to (Ghost Effect En)\n change size by (-10)\n if <(Ghost Effect En) = [100]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [clone# v] to [0]\n\nwhen [r v] key pressed\nbroadcast (restart level v)\n\ndefine Animate\nif <(costume [name v]) = [PlayerIdle]> then\n if <(Velocity Y) > [0]> then\n switch costume to (idlejump v)\n else\n if <(Falling) > [0]> then\n switch costume to (fallidle v)\n else\n switch costume to (enemyidle v)\n end\n end\nelse\n change y by (-10)\n if <(Velocity Y) > [0]> then\n switch costume to (enemyjump v)\n else\n if <<(Falling) > [0]> and <not <touching (ground v)?>>> then\n switch costume to (enemyfall v)\n else\n switch costume to (enemymoving v)\n end\n end\n change y by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\ngo to [front v] layer\n\nwhen [timer v] > (0.001)\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (100)\npoint in direction (90)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n hide\n broadcast (start v)\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [level v] to [0]\n\nwhen I receive [next level v]\nrun\n\ndefine run\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (restart level v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [start v]\nrun\n\n@Sprite7\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [restart level v]\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (normal v)\nset size to (100) %\nshow\ngo to x: (0) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n next costume\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nset [mode v] to (costume [name v])\nhide\n\n@Pen light (Not made by me)\n\nhide\n\nset [pen or stamp? v] to [Stamp]\n\nset [pen or stamp? v] to [Pen]\n\nwhen flag clicked\nset [torch power v] to [100]\ndelete all of [torch x v]\ndelete all of [torch y v]\ndelete all of [torch distances v]\nset [torch power v] to [65]\npen up\nerase all\nset pen size to (80)\nforever\n erase all\n if <<(Level) = [9]> or <(Level) = [10]>> then\n Draw Light\n end\nend\n\ndefine Draw Light\nset pen color to (#000000)\nerase all\ngo to x: (-240) y: (170)\nrepeat (18)\n repeat (24)\n Find Distance and Transparency\n pen up\n change x by (20)\n pen down\n set pen (brightness v) to (0)\n end\n pen up\n change y by (-20)\n set x to (-240)\nend\n\ndefine Find Distance and Transparency\nset [closest torch v] to [1000]\nset [distance from torch v] to ([sqrt v] of (((((x position) + (16)) - ([x position v] of [player v])) * (((x position) + (16)) - ([x position v] of [player v]))) + (((y position) - ([y position v] of [player v])) * ((y position) - ([y position v] of [player v])))) )\nif <(Distance From Torch) < (Closest Torch)> then\n set [closest torch v] to (Distance From Torch)\nend\nset [distance from torch v] to ([sqrt v] of (((((x position) + (16)) - ([x position v] of [end flag v])) * (((x position) + (16)) - ([x position v] of [end flag v]))) + (((y position) - ([y position v] of [end flag v])) * ((y position) - ([y position v] of [end flag v])))) )\nif <(Distance From Torch) < (Closest Torch)> then\n set [closest torch v] to (Distance From Torch)\nend\nset pen (transparency v) to (((Torch Power) + (100)) - (Closest Torch))\nif <[100] < (((Torch Power) + (100)) - (Closest Torch))> then\n set pen (brightness v) to (100)\n set pen (transparency v) to (99)\nend\n\nset [torch power v] to [75]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nif <not <(Mode) = [Hard]>> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [level v] by (1)\n broadcast (next level v)\n wait until <not <mouse down?>>\n end\n if <(Level) = [11]> then\n hide\n stop [this script v]\n end\n end\nend\nhide\n\n
NEW GAME NOW OUT: https://scratch.mit.edu/projects/588626439/\n\n\nNOW NEWLY RESTORED!\nSorry, it took so long!\n\nStay tuned for the sequal!\n\nNo Advertising!\n\n11 levels of platforming fun!!!\n\nMy most popular project.\n\nHard mode makes it so if you die you go back to level 1 and you cannot skip.\n\nIf you get stuck in the ground press r (to restart).\n\nMobile Friendly\n\nUse the arrow keys to move (now with down to fall faster). Dodge spikes and enemies. Get to the flag to move on. \n\nPress s to skip a level.
A TOTALLY GENERIC PLATFORMER
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\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 change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume1 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume1 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009a2e)?> or <touching color (#673c00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a2e)?> or <touching color (#673c00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a2e)?> or <touching color (#673c00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a2e)?> or <touching color (#673c00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a2e)?> or <touching color (#673c00)?>>> 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 (#000000)?> or <<touching color (#009a2e)?> or <touching color (#673c00)?>>> 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 (#000000)?> or <<touching color (#009a33)?> or <touching color (#673c00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop 18]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume1 v)\n end\n if <(backdrop [name v]) = [backrop17]> then\n switch costume to (costume1 v)\n end\n if <touching (_edge_ v)?> then\n next backdrop\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (7 v) pressed?> and <<key (3 v) pressed?> and <key (9 v) pressed?>>> then\n go to (random position v)\n end\nend\n\n
Arrow keys, all levels are possible\nPS. there is a secret 3 digit combonation of numbers you have to press at the same time on your keyboard that could help you out! (or kill u) \nPLEASE DONT GIVE IT AWAY IN THE COMMENTS\n\nPart 2: https://scratch.mit.edu/projects/416039107/
Bee platformer
@Stage\n\nwhen I receive [start v]\nwait (2) seconds\nswitch backdrop to (juce v)\nwait (2) seconds\nswitch backdrop to (backdrop4 v)\nbroadcast (a2 v)\n\nwhen I receive [a2 v]\nset [level v] to [4]\nswitch backdrop to (backdrop1 v)\nforever\n switch backdrop to (LEVEL)\n if <(LEVEL) = [7]> then\n wait (3) seconds\n switch backdrop to (backdrop3 v)\n forever\n if <key (space v) pressed?> then\n next backdrop\n wait (1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (narmal2 v)\n\nwhen I receive [a2 v]\nforever\n play sound [Flight of the Bumblebee Animated in Color v] until done\nend\n\n@JUCIE\n\nwhen I receive [message1 v]\nshow\nstart sound [bubbles v]\nbroadcast (start v)\nglide (3) secs to x: (45) y: (-180)\nhide\n\nwhen flag clicked\nset size to (5000) %\ngo to [front v] layer\ngo to x: (45) y: (346)\nhide\n\n@LOGO\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (3) seconds\nswitch costume to (costume2 v)\nchange size by (10)\nwait (0.2) seconds\nchange size by (-10)\nbroadcast (message1 v)\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\nwhen I receive [start v]\nforever\n play sound [MinecraftUniverse - Eclipse v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (VOLUME) %\nend\n\n@honey-bee\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (5) steps\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching color (#000000)?> then\n set [gravity v] to [0]\n else\n set [gravity v] to [-5]\n end\n change y by (Gravity)\nend\n\nwhen I receive [message1 v]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (5) steps\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <key (up arrow v) pressed?> then\n set [jump v] to [15]\n change y by (10)\n repeat until <touching color (#000000)?>\n change [jump v] by (-1)\n change y by (Jump)\n end\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#0054ff)?> then\n change [level v] by (1)\n wait (3) seconds\n end\n if <touching color (#9b1c00)?> then\n stop [all v]\n end\nend\n\nwhen I receive [a2 v]\nshow\n\n@Honeycomb-Hexagon\n\nwhen flag clicked\nshow\nwait (0.0001) seconds\nhide\n\nwhen I receive [a v]\nshow\n\n
arrow key to move once you have beat the game (it is easy) press space to toggle backdrops
~Turtle~ A platformer #SaveTheTurtles
@Stage\n\n@Blank\n\n@Player\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (10)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Boing v]\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger! v)?> then\n go to x: (-214) y: (-90)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) = [13]> then\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Avicii - Levels epic v] until done\nend\n\n@Danger!\n\nwhen flag clicked\nrepeat (10)\n hide\n go to x: (0) y: (0)\nend\nforever\n if <(Level) = [3]> then\n switch costume to (costume1 v)\n show\n else\n hide\n if <(Level) = [4]> then\n switch costume to (costume2 v)\n show\n else\n hide\n if <(Level) = [5]> then\n switch costume to (costume3 v)\n show\n else\n hide\n if <(Level) = [6]> then\n switch costume to (costume4 v)\n show\n else\n hide\n if <(Level) = [10]> then\n switch costume to (costume5 v)\n show\n else\n hide\n if <(Level) = [11]> then\n switch costume to (costume6 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (timer2)\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
Welcome to Turtle a Platformer!\nArrow keys to move.\nNot Mobile friendly\nWE MADE IT TO 2,000 VIEWS! TYSM!\n2,000th viewer is @FarishIlmi\nI shared this special project 2 years ago!\nYou may remix but PLEASE Give credit to Me and @js_coder for the code.
Color/Colour Cave || A Platformer #games #all
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n Next level\n end\nend\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (over right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (over left v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (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 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 (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\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\nhide variable [level v]\nhide variable [y v v]\nhide variable [x v v]\n\ndefine reset\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen flag clicked\nforever\n if <(y position) = [-179]> then\n switch costume to (center v)\n reset\n end\nend\n\nwhen [r v] key pressed\nswitch costume to (center v)\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\ndefine If touching\nif <touching (spikes and lava v)?> then\n reset\nend\nif <touching (enemy v)?> then\n reset\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\ndefine Next level\nchange [level v] by (1)\nReset player variables\nreset\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n repeat until <(Level) = [21]>\n change [color v] effect by (1)\n end\nend\n\n@Spikes and Lava\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\n if <(Level) = [21]> then\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (131) y: (-90)\nforever\n repeat (50)\n change x by (2)\n end\n repeat (50)\n change x by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@Skipbutton\n\nwhen flag clicked\nshow\ngo to x: (-156) y: (-147)\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen [s v] key pressed\nbroadcast (NEXT LEVEL v)\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
ATTENTION IF YOU HAVE EPILEPSY DO NOT PLAY\n\n\nPlease don´t attack me because this is a ¨Generic Platformer¨ \nThis is an entry for Bookdog17´s platformer go follow them at @bookdog17!!\n~~~~~~~~~~~~~~~~~Instructions~~~~~~~~~~~~~~~~~\nArrow keys or WASD\n´R´ key to reset\n´S´ key to skip\nDo not touch spikes or lava or enemies\n~~~~~~~~~~~~~~Story~~~~~~~~~~~~~~~\nYou are in a world where everything changes colors, including you. You were playing outside and got lost in a cave. Can you get out??? BUT THERE IS A TWIST AT THE END...
The ice ~platformer~ (Mobile compatible)
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [始まるお v]\nset volume to (70) %\nswitch backdrop to (背景5 v)\nforever\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\n@hi\n\nwhen flag clicked\nforever\n\ngo to x: (-189) y: (-50)\n\nwhen flag clicked\nreset timer\nhide\nforever\n if <(x position) > [230]> then\n if <not <[11] < (ステージ)>> then\n broadcast (次のステージ v)\n go to x: (-189) y: (-50)\n end\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [game over v]\nset [hii v] to [no]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.3) seconds\nclear graphic effects\nset [hii v] to [ok]\ngo to x: (-189) y: (-50)\nshow\n\nwhen I receive [始まるお v]\nset rotation style [left-right v]\nshow\nset [hii v] to [ok]\ngo to x: (-189) y: (-50)\nset [xxx v] to [0]\nset [yyy v] to [0]\npoint in direction (90)\nforever\n if <(hii) = [ok]> then\n change [yyy v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [1]>>> then\n point in direction (-90)\n change [xxx v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [xxx v] by (0.7)\n end\n end\n set [xxx v] to ((xxx) * (0.94))\n change x by (xxx)\n if <touching (スプライト1 v)?> then\n change y by (1)\n end\n if <touching (スプライト1 v)?> then\n change y by (1)\n end\n if <touching (スプライト1 v)?> then\n change y by (1)\n end\n if <touching (スプライト1 v)?> then\n change y by (1)\n end\n if <touching (スプライト1 v)?> then\n change y by (-4)\n change x by ((xxx) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [yyy v] to [14]\n if <(xxx) > [0]> then\n set [xxx v] to [-8]\n else\n set [xxx v] to [8]\n end\n end\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [xxx v] to [0]\n end\n end\n change y by (yyy)\n if <touching (スプライト1 v)?> then\n change y by ((0) - (yyy))\n set [yyy v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> and <touching (スプライト1 v)?>> then\n set [yyy v] to [14]\n end\n change y by (1)\n if <touching (スプライト3 v)?> then\n if <(hii) = [ok]> then\n broadcast (game over v)\n end\n end\n if <[-170] > (y position)> then\n if <(hii) = [ok]> then\n broadcast (game over v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(hii) = [ok]>> then\n set [xxx v] to [0]\n set [yyy v] to [0]\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nset [ステージ v] to (costume [number v])\n\nwhen I receive [aaaa v]\nnext costume\nset [ステージ v] to (costume [number v])\n\nwhen I receive [始まるお v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n if <(hii) = [ok]> then\n go to [front v] layer\n set [ステージ v] to (costume [number v])\n end\nend\n\nwhen I receive [iiii v]\nnext costume\nset [ステージ v] to (costume [number v])\n\nwhen [timer v] > (0)\nhide\n\n@文字\n\nwhen I receive [文 v]\nset size to (130) %\nshow\npoint in direction (30)\ngo to x: (0) y: (120)\nrepeat until <[88] < (direction)>\n turn right (((90) - (direction)) / (4)) degrees\n create clone of (_myself_ v)\nend\npoint in direction (90)\nforever\n change [aaaaa v] by (12)\n set size to ((150) + (([sin v] of (aaaaa) ) * (10))) %\n if <(ステージ) = [12]> then\n change [color v] effect by (0.5)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I start as a clone\nshow\ngo to (文字 v)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [aaaa v]\nif <not <(costume [number v]) = [6]>> then\n next costume\nend\nif <(ステージ) = [12]> then\n next costume\nend\n\nwhen I receive [始まるお v]\nbroadcast (文 v)\n\nwhen [timer v] > (0)\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n@スプライト10\n\nwhen I receive [次のステージ v]\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nset [hii v] to [no]\nshow\ngo to x: (0) y: (1000)\nrepeat until <(y position) < [1]>\n change y by (((y position) - ((y position) * (2))) / (2.4))\nend\ngo to x: (0) y: (0.1)\nbroadcast (aaaa v)\nrepeat until <[300] < (y position)>\n change y by ((y position) / (2.4))\nend\nset [hii v] to [ok]\nhide\nbroadcast (文 v)\nif <(ステージ) = [14]> then\n start sound [people-performance-cheer1 v]\nend\n\nchange x by ((y position) / (2.4))\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nset [hii v] to [ok]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [aaaa v]\nnext costume\n\nwhen I receive [始まるお v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n if <(hii) = [ok]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [iiii v]\nnext costume\n\nwhen [timer v] > (0)\nhide\n\n@outro\n\nwhen I start as a clone\nif <(hi) = [0]> then\n point in direction (90)\n set size to (100) %\n show\n set y to (2000)\n switch costume to (コスチューム1 v)\n forever\n change y by (((y position) - ((y position) * (2))) / (4))\n end\nend\nif <(hi) = [1]> then\n point in direction (90)\n set size to (100) %\n show\n set y to (2000)\n switch costume to (コスチューム2 v)\n forever\n change y by (((y position) - ((y position) * (2))) / (4))\n end\nend\nif <(hi) = [2]> then\n point in direction (90)\n go to x: (5) y: (120)\n show\n set size to (90) %\n switch costume to (cooltext358911262903678 v)\n set [ghost v] effect to (100)\n forever\n change [1 v] by (13)\n change [2 v] by (10)\n point in direction ((([sin v] of (1) ) * (8)) + (90))\n set size to ((([sin v] of (2) ) * (7)) + (90)) %\n change [ghost v] effect by (-10)\n end\nend\nif <(hi) = [3]> then\n point in direction (90)\n go to [front v] layer\n go to x: (-7) y: (30)\n show\n set size to (300) %\n switch costume to (コスチューム3 v)\n set [ghost v] effect to (100)\n forever\n change [3 v] by (6)\n change [ghost v] effect by (-10)\n point in direction ((([tan v] of (3) ) / (0.3)) + (90))\n set size to ((([sin v] of (2) ) * (7)) + (290)) %\n end\nend\nif <(hi) = [4]> then\n point in direction (90)\n go to [front v] layer\n go to x: (87) y: (30)\n show\n set size to (300) %\n switch costume to (コスチューム4 v)\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (-10)\n point in direction ((([tan v] of (3) ) / (0.3)) + (90))\n set size to ((([sin v] of (2) ) * (7)) + (290)) %\n end\nend\nif <(hi) = [5]> then\n point in direction (90)\n go to [front v] layer\n go to x: (177) y: (30)\n show\n set size to (60) %\n switch costume to (コスチューム5 v)\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (-10)\n point in direction ((([tan v] of (3) ) / (0.3)) + (90))\n set size to ((([sin v] of (2) ) * (7)) + (60)) %\n end\nend\nif <(hi) = [6]> then\n point in direction (90)\n go to [front v] layer\n go to x: (-133) y: (-45)\n show\n set size to (40) %\n switch costume to (tamagoyaki415 v)\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (-10)\n glide () secs to x: (pick random (-131) to (-135)) y: (pick random (-43) to (-47))\n end\nend\nif <(hi) = [7]> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set size to (100) %\n switch costume to (コスチューム6 v)\n forever\n go to [front v] layer\n set [ghost v] effect to (20)\n repeat (10)\n change [ghost v] effect by (8)\n end\n wait (0.72) seconds\n end\nend\nif <(hi) = [8]> then\n go to [front v] layer\n go to x: (101) y: (-91)\n show\n set size to (65) %\n switch costume to (コスチューム7 v)\n forever\n change [4 v] by (10)\n point in direction ((([cos v] of (4) ) * (4)) + (90))\n if <touching (mouse-pointer v)?> then\n hide list [link v]\n else\n show list [link v]\n end\n end\nend\n\nwhen [timer v] > (0)\nswitch backdrop to (背景1 v)\ndelete all of [link v]\nshow list [link v]\nadd [https://scratch.mit.edu/projects/415298753] to [link v]\ngo to x: (-216) y: (1200)\nhide\nstart sound [Teminite & Panda Eyes - Highscore v]\nrepeat (6)\n wait (0.14) seconds\n set [hi v] to [0]\n create clone of (_myself_ v)\n change x by (40)\n wait (0.14) seconds\n set [hi v] to [1]\n create clone of (_myself_ v)\n change x by (40)\nend\nwait (1.1) seconds\nset [hi v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [4]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [5]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [6]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [7]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [8]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nshow list [link v]\n\n@Cool Text - t 2\n\nwhen flag clicked\nhide\nstart sound [Different Heaven - Nekozilla \[NCS Release\] v]\nwait (1.4) seconds\nset [hi v] to [0]\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nbroadcast (a v)\nwait (1.5) seconds\nset [hi v] to [1]\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nset [hi v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [hi v] to [3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [6]\ncreate clone of (_myself_ v)\nwait (5) seconds\nset [hi v] to [7]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [hi v] to [8]\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(hi) = [0]> then\n point in direction (90)\n set size to (100) %\n go to x: (-1000) y: (0)\n show\n switch costume to (コスチューム2 v)\n forever\n if <(hi) = [9]> then\n hide\n delete this clone\n else\n change x by (((x position) - ((x position) * (2))) / (4))\n end\n end\nend\nif <(hi) = [1]> then\n go to [front v] layer\n go to x: (0) y: (-200)\n show\n switch costume to (コスチューム12 v)\n set size to (60) %\n point in direction (0)\n repeat until <[-0.5] < (y position)>\n change y by (((y position) - ((y position) * (2))) / (4))\n end\n go to x: (0) y: (0)\n go to [front v] layer\n wait until <(hi) = [5]>\n forever\n if <(hi) = [9]> then\n hide\n delete this clone\n else\n point in direction ((([sin v] of (a) ) * (8)) + (90))\n end\n end\nend\nif <(hi) = [2]> then\n go to [front v] layer\n go to x: (0) y: (200)\n show\n switch costume to (tamagoyaki45 \(1\)2 v)\n set size to (60) %\n point in direction (-135)\n repeat until <(y position) < [0.5]>\n change y by (((y position) - ((y position) * (2))) / (4))\n end\n go to x: (0) y: (0)\n set [a v] to [0]\n set [hi v] to [5]\n go to [front v] layer\n forever\n if <(hi) = [9]> then\n hide\n delete this clone\n else\n point in direction ((([sin v] of (a) ) * (8)) + (90))\n change [a v] by (14)\n end\n end\nend\nif <(hi) = [6]> then\n set size to (140) %\n show\n point in direction (90)\n switch costume to (cooltext357799345629064 v)\n go to x: (0) y: (-240)\n set [y2 v] to [11]\n go to [front v] layer\n repeat (10)\n change y by (y2)\n change [y2 v] by (-1)\n end\n go to [front v] layer\n forever\n if <not <(hi) = [9]>> then\n point in direction ((([sin v] of (a) ) * (8)) + (90))\n else\n hide\n delete this clone\n end\n end\nend\nif <(hi) = [7]> then\n switch costume to (コスチューム1 v)\n set size to (100) %\n point in direction (90)\n go to [front v] layer\n show\n go to x: (0) y: (-250)\n repeat until <[-0.7] < (y position)>\n change y by (((y position) - ((y position) * (2))) / (4))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n hide\n broadcast (b v)\n delete this clone\nend\nif <(hi) = [8]> then\n switch costume to (コスチューム4 v)\n set size to (100) %\n point in direction (90)\n go to [front v] layer\n show\n go to x: (0) y: (250)\n repeat until <(y position) < [0.7]>\n change y by (((y position) - ((y position) * (2))) / (4))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n hide\n delete this clone\nend\nif <(hi) = [9]> then\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム5 v)\n go to x: (0) y: (-1)\n show\n repeat until <(y position) < [-344]>\n change y by ((y position) / (4))\n end\n broadcast (始まるお v)\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(hi) = [1]> then\n forever\n turn right (((90) - (direction)) / (3)) degrees\n end\nend\nif <(hi) = [2]> then\n forever\n turn right (((90) - (direction)) / (3)) degrees\n end\nend\n\nwhen I receive [b v]\nset [hi v] to [9]\ncreate clone of (_myself_ v)\n\n@スプライト2\n\nwhen I receive [a v]\nforever\n if <(hi) = [9]> then\n hide\n delete this clone\n else\n go to [front v] layer\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(hi) = [1]> then\n go [backward v] (3) layers\nelse\n go [backward v] (4) layers\nend\nshow\npoint in direction (90)\nswitch costume to (コスチューム1 v)\ngo to x: (280) y: (0)\nrepeat until <(x position) < [-280]>\n if <(hi) = [9]> then\n hide\n delete this clone\n else\n change x by (-10)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [a v]\nforever\n if <(hi) = [9]> then\n hide\n end\nend\n\n
日本語は下\n\n~Method of operation~\nPC is move with arrow key!\nIf you play on a smartphone, tap to move!\n\n\n~操作方法~\nPCは十字キーで移動。\nスマホはタップで移動。\nステージ少ないです(._.)\n\nキャラは@TNTendさんのを参考にしました!
Rescue (A Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-goinghigher v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [frames v] to [4]\nset [frame v] to [0]\n\ndefine Costume\nswitch costume to (hitbox v)\nif <(Jump/Fall) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (idle v)\n else\n switch costume to ([floor v] of ((2) + ((Frame) mod (6))) )\n end\nelse\n if <(Yv) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-170) y: (-30)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<not <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <not <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n set [frame v] to [0]\n else\n change [frame v] by ((2) / (Frames))\n end\n Costume\nend\n\ndefine Platforming Physics\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.5)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.8))\nchange x by (Xv)\nif <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 ((0) - (Xv))\n change y by (-4)\n end\n end\n end\n end\nend\nchange [jump/fall v] by (1)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((0) - (Yv))\n set [jump/fall v] to [0]\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<not <touching color (#4d0000)?>> and <touching (ground v)?>> and <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [yv v] to [12]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n Fade\nend\nif <touching (trampoline v)?> then\n change y by ((0) - (Yv))\n change x by ((0) - (Xv))\n set [yv v] to [17]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [12]\n end\nend\nif <touching (flag v)?> then\n broadcast (Slide v)\n Fade\n change [level v] by (1)\nend\nif <(y position) < [-150]> then\n Fade\nend\nif <touching (portal v)?> then\n Fade\n broadcast (End v)\nend\n\nwhen flag clicked\nforever\n Platforming Physics\nend\n\ndefine Fade\nrepeat (5)\n change [ghost v] effect by (25)\nend\ngo to x: (-170) y: (-30)\nset [yv v] to [0]\nset [xv v] to [0]\nwait (0.05) seconds\nrepeat (5)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [reset v]\nFade\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (25)\npoint in direction (90)\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\ngo to x: (200) y: (-135)\npoint in direction (90)\nshow\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (25)\npoint in direction (90)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (25)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Portal\n\nwhen flag clicked\nswitch costume to (portal v)\ngo to [back v] layer\nhide\nforever\n if <(Level) = [10]> then\n go to x: (130) y: (-70)\n set [size v] to [0]\n set size to (0) %\n show\n repeat (25)\n change size by (((100) - (size)) / (5))\n set [size v] to [1]\n end\n if <(Size) = [1]> then\n set size to (100) %\n stop [this script v]\n end\n end\nend\n\n@End\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\nstop [all v]\n\n@Slides\n\nwhen flag clicked\nhide\n\nwhen I receive [slide v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (500)\ngo to [front v] layer\nshow\nrepeat (35)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (0.1) seconds\nrepeat (35)\n change y by (((-500) - (y position)) / (5))\n change [ghost v] effect by (4)\nend\nhide\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (25)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\ngo to x: (0) y: (0)\n\n@Reset Button\n\nwhen flag clicked\ngo to x: (205) y: (150)\nset size to (70) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (3))\n else\n change size by (((70) - (size)) / (3))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Reset v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [reset v]\nchange size by (((60) - (size)) * (0.5))\n\n
※リミックスです!\n左右キーで動きます.\nコラボ作品で素材を使わせていただこうかなーと思い、とりあえずリミックスさせていただきました!\n(流行目的だとか、評価数稼ぎなどではないです!!!)
Grass-100% pen-A scrolling platformer(mobile friendly!) #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Pen\n\nwhen flag clicked\nset [finish! v] to [0]\nset [inair v] to [0]\nset [playerx v] to [-200]\nset [playery v] to [0]\nset [yvel v] to [0]\nset [xvel v] to [0]\nhide\nset [x v] to [-200]\nset [spawnx v] to [4]\nset [spawny v] to [6]\nforever\n Tick\nend\n\ndefine Draw Block (x) (y) (type)\nif <(type) = [1]> then\n set pen color to (#ffa100)\nend\nif <(type) = [2]> then\n set pen color to (#ff1818)\nend\nif <(type) = [3]> then\n set pen color to (#d800b9)\nend\nif <(type) = [4]> then\n set pen color to (#ff9400)\nend\nif <(type) = [5]> then\n set pen color to (#21cc00)\nend\nif <(type) = [6]> then\n set pen size to (20)\n set pen color to (#9977ff)\nend\nif <(type) = [7]> then\n set pen color to (#0ee400)\nend\nif <(type) = [8]> then\n set pen color to (#ff0000)\nend\nif <(type) = [9]> then\n set pen color to (#ffc700)\nend\nif <(type) = [10]> then\n set pen color to (#7fde13)\nend\nif <<((((x) * (20)) - (X)) - (240)) > [-240]> and <((((x) * (20)) - (X)) - (240)) < [240]>> then\n pen up\n go to x: ((((x) * (20)) - (X)) - (240)) y: (((y) * (20)) - (180))\n set pen size to (20)\n pen down\n set pen size to (10)\n change x by (7)\n change y by (7)\n change x by (-14)\n change y by (-14)\n change x by (14)\n change y by (14)\nend\n\ndefine Player Physics\npen up\ngo to x: ((PlayerX) - (X)) y: (PlayerY)\nset size to (100) %\nif <<((PlayerX) - (X)) > [-240]> and <((PlayerX) - (X)) < [240]>> then\n switch costume to (pen v)\n set size to (400) %\n pen up\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n change [yvel v] by (-1)\n change [playery v] by (Yvel)\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n switch costume to (pen v)\n point in direction (180)\n if <<touching color (#0de400)?> or <touching color (#ffa100)?>> then\n repeat ([abs v] of (Yvel) )\n if <<touching color (#0de400)?> or <touching color (#ffa100)?>> then\n change y by (((Yvel) / ([abs v] of (Yvel) )) * (-1))\n change [playery v] by (((Yvel) / ([abs v] of (Yvel) )) * (-1))\n end\n end\n set [inair v] to [0]\n set [yvel v] to [0]\n change y by (-2)\n if <<touching color (#0de400)?> or <touching color (#ffa100)?>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (PlayerY)> and <mouse down?>>>> then\n set [inair v] to [1]\n set [yvel v] to [10]\n end\n end\n change y by (2)\n end\n if <touching color (#d800b9)?> then\n set [yvel v] to [16]\n end\n if <touching color (#20cc00)?> then\n broadcast (Won v)\n end\n if <<touching color (#ffc700)?> or <touching color (#ff0000)?>> then\n if <(checkpoint 1) = [0]> then\n start sound [Collect v]\n end\n if <<(checkpoint 2) = [0]> and <[4500] < (PlayerX)>> then\n start sound [Collect v]\n set [checkpoint 2 v] to [1]\n end\n set [checkpoint 1 v] to [1]\n set [spawnx v] to (round (((PlayerX) + (240)) / (20)))\n set [spawny v] to (round (((PlayerY) + (180)) / (20)))\n end\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n set [xvel v] to ((Xvel) * (.9))\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > ((PlayerX) - (X))> and <mouse down?>>>> then\n change [xvel v] by (0.7)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < ((PlayerX) - (X))> and <mouse down?>>>> then\n change [xvel v] by (-0.7)\n end\n change [playerx v] by (Xvel)\n go to x: (((PlayerX) - (X)) - (0.5)) y: (PlayerY)\n set size to (410) %\n point in direction (90)\n if <<touching color (#0de400)?> or <touching color (#ffa100)?>> then\n repeat (([ceiling v] of ([abs v] of (Xvel) ) ) + (5))\n if <<touching color (#0de400)?> or <touching color (#ffa100)?>> then\n change [playerx v] by (((Xvel) / ([abs v] of (Xvel) )) * (-1))\n change x by (((Xvel) / ([abs v] of (Xvel) )) * (-1))\n end\n end\n change [playerx v] by (((Xvel) / ([abs v] of (Xvel) )) * (-1))\n if <(InAir) = [1]> then\n set [yvel v] to [10]\n set [xvel v] to ((Xvel) * (-1))\n else\n set [xvel v] to [0]\n end\n end\n switch costume to (pen v)\n set size to (400) %\n if <<touching color (#ff1818)?> or <(PlayerY) < [-220]>> then\n set [playerx v] to (((SpawnX) * (20)) - (240))\n set [playery v] to ((((SpawnY) * (20)) - (180)) + (10))\n set [yvel v] to [0]\n set [xvel v] to [0]\n end\n if <<touching color (#0de400)?> or <touching color (#ffa100)?>> then\n set [moves v] to [1]\n repeat until <not <<touching color (#0de400)?> or <touching color (#ffa100)?>>>\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <<touching color (#0de400)?> or <touching color (#ffa100)?>>>>\n change y by (3)\n change [playery v] by (3)\n change [counter v] by (1)\n end\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <<touching color (#0de400)?> or <touching color (#ffa100)?>>>>\n change x by (3)\n change [playerx v] by (3)\n change [counter v] by (1)\n end\n change [moves v] by (1)\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <<touching color (#0de400)?> or <touching color (#ffa100)?>>>>\n change y by (-3)\n change [playery v] by (-3)\n change [counter v] by (1)\n end\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <<touching color (#0de400)?> or <touching color (#ffa100)?>>>>\n change x by (-3)\n change [playerx v] by (-3)\n change [counter v] by (1)\n end\n change [moves v] by (1)\n end\n end\n set size to (100) %\nend\nchange [x v] by (((PlayerX) - (X)) / (10))\n\ndefine Draw Player\nif <<((PlayerX) - (X)) > [-240]> and <((PlayerX) - (X)) < [240]>> then\n set pen color to (#000000)\n pen up\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n set pen size to (20)\n pen down\n set pen size to (10)\n change x by (7)\n change y by (7)\n change x by (-14)\n change y by (-14)\n change x by (14)\n change y by (14)\n pen up\n go to x: (((PlayerX) - (X)) + (5)) y: ((PlayerY) + (5))\n set pen size to (5)\n set pen color to (#000000)\n pen down\n point towards (mouse-pointer v)\n move (1) steps\n set pen size to (2)\n set pen color to (#000000)\n pen down\n pen up\n go to x: (((PlayerX) - (X)) - (5)) y: ((PlayerY) + (5))\n set pen size to (5)\n set pen color to (#000000)\n pen down\n point towards (mouse-pointer v)\n move (1) steps\n set pen size to (2)\n set pen color to (#000000)\n pen down\n go to x: (((PlayerX) - (X)) - (0)) y: ((PlayerY) + (0))\n set pen size to (20)\n set pen color to (#ffffff)\n pen down\n go to x: (((PlayerX) - (X)) - (1)) y: ((PlayerY) + (0))\n set pen size to (13)\n set pen color to (#000000)\n pen down\n go to x: (((PlayerX) - (X)) + (1)) y: ((PlayerY) + (1))\n set pen size to (7)\n set pen color to (#ffffff)\n pen down\nend\n\ndefine Draw blocks (x) (y) (x2) (y2) (type) Every (number) Blocks\nset [blocky v] to (y)\nrepeat ((((y2) - (y)) / (number)) + (1))\n set [blockx v] to (x)\n repeat (((x2) - (x)) / (number))\n Draw Block (BlockX) (BlockY) (type)\n change [blockx v] by (number)\n end\n Draw Block (BlockX) (BlockY) (type)\n change [blocky v] by (number)\nend\n\nwhen I receive [won v]\nchange pen size by (33333333)\nstop [other scripts in sprite v]\npen up\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (6666)\npen down\nwait (1) seconds\ngo to x: (-60) y: (0)\ncongrats\n\ndefine Draw Portal at (x) (y) to (telex) (teley)\nset pen color to (#9977ff)\nif <<((((x) * (20)) - (X)) - (240)) > [-240]> and <((((x) * (20)) - (X)) - (240)) < [240]>> then\n pen up\n go to x: ((((x) * (20)) - (X)) - (240)) y: (((y) * (20)) - (180))\n set pen size to (20)\n pen down\n set pen size to (10)\n change x by (7)\n change y by (7)\n change x by (-14)\n change y by (-14)\n change x by (14)\n change y by (14)\n if <<<(PlayerX) > ((((x) * (20)) - (240)) - (20))> and <(PlayerX) < ((((x) * (20)) - (240)) + (20))>> and <<(PlayerY) < ((((y) * (20)) - (180)) + (20))> and <(PlayerY) > ((((y) * (20)) - (180)) - (20))>>> then\n set [playerx v] to (((telex) * (20)) - (240))\n set [playery v] to (((teley) * (20)) - (180))\n end\nend\n\ndefine Tick\nerase all\nif <<(PlayerX) > [-400]> and <not <(PlayerX) > [386]>>> then\n Draw blocks [0] [0] [10] [4] [7] Every [1] Blocks\n Draw blocks [0] [0] [10] [3] [1] Every [1] Blocks\n Draw blocks [10] [0] [20] [12] [7] Every [1] Blocks\n Draw blocks [10] [0] [20] [11] [1] Every [1] Blocks\nend\nif <<(PlayerX) > [-200]> and <not <(PlayerX) > [1000]>>> then\n Draw blocks [20] [0] [40] [12] [7] Every [1] Blocks\n Draw blocks [20] [0] [40] [11] [1] Every [1] Blocks\n Draw blocks [25] [0] [27] [12] [2] Every [1] Blocks\n Draw blocks [35] [0] [37] [12] [2] Every [1] Blocks\n Draw blocks [15] [0] [17] [12] [2] Every [1] Blocks\nend\nif <<(PlayerX) > [355]> and <not <(PlayerX) > [2000]>>> then\n Draw blocks [41] [0] [70] [4] [2] Every [1] Blocks\n Draw blocks [44] [0] [46] [4] [3] Every [1] Blocks\n Draw blocks [52] [0] [54] [4] [3] Every [1] Blocks\n Draw blocks [60] [0] [62] [4] [3] Every [1] Blocks\n Draw blocks [68] [0] [70] [4] [3] Every [1] Blocks\nend\nif <<(PlayerX) > [355]> and <not <(PlayerX) > [2100]>>> then\n if <(checkpoint 1) = [0]> then\n Draw blocks [80] [5] [80] [8] [9] Every [1] Blocks\n Draw blocks [80] [7] [81] [8] [8] Every [1] Blocks\n else\n Draw blocks [80] [5] [80] [8] [9] Every [1] Blocks\n Draw blocks [80] [7] [81] [8] [10] Every [1] Blocks\n end\n Draw blocks [78] [0] [85] [4] [7] Every [1] Blocks\n Draw blocks [78] [0] [85] [3] [1] Every [1] Blocks\n Draw blocks [94] [3] [95] [4] [7] Every [1] Blocks\n Draw blocks [94] [2] [95] [3] [1] Every [1] Blocks\n Draw blocks [103] [3] [104] [4] [7] Every [1] Blocks\n Draw blocks [103] [2] [104] [3] [1] Every [1] Blocks\nend\nif <<(PlayerX) > [1500]> and <not <(PlayerX) > [3000]>>> then\n Draw blocks [112] [3] [113] [4] [7] Every [1] Blocks\n Draw blocks [112] [2] [113] [3] [1] Every [1] Blocks\n Draw blocks [120] [0] [130] [4] [7] Every [1] Blocks\n Draw blocks [120] [0] [130] [3] [1] Every [1] Blocks\n Draw blocks [135] [7] [140] [8] [7] Every [1] Blocks\n Draw blocks [135] [0] [140] [7] [1] Every [1] Blocks\n Draw blocks [145] [9] [150] [10] [7] Every [1] Blocks\n Draw blocks [145] [0] [150] [9] [1] Every [1] Blocks\n Draw blocks [155] [11] [160] [12] [7] Every [1] Blocks\n Draw blocks [155] [0] [160] [11] [1] Every [1] Blocks\n Draw blocks [161] [0] [170] [17] [5] Every [1] Blocks\nend\nPlayer Physics\nDraw Player\n\nDraw blocks [45] [7] [50] [10] [7] Every [1] Blocks\nDraw blocks [45] [7] [50] [9] [1] Every [1] Blocks\n\nDraw blocks [65] [4] [68] [4] [4] Every [1] Blocks\n\nDraw blocks [1] [4] [3] [8] [4] Every [1] Blocks\n\nDraw Portal at [126] [4] to [129] [5]\nDraw Portal at [135] [4] to [130] [16]\nDraw Portal at [135] [7] to [129] [5]\nDraw Portal at [135] [10] to [129] [5]\n\ndefine congrats\nset [finish! v] to [1]\nset pen color to (#64ff00)\nset pen size to (4)\npen down\nchange x by (-10)\nchange y by (-20)\nchange x by (10)\npen up\nchange x by (10)\npen down\nchange y by (20)\nchange x by (10)\nchange y by (-20)\nchange x by (-10)\npen up\nchange x by (20)\npen down\nchange y by (20)\nchange x by (10)\nchange y by (-20)\npen up\nchange x by (20)\nchange y by (20)\npen down\nchange x by (-10)\nchange y by (-20)\nchange x by (10)\nchange y by (10)\nchange x by (-5)\npen up\nchange y by (-10)\nchange x by (15)\npen down\nchange y by (20)\nchange x by (10)\nchange y by (-10)\nchange x by (-10)\ngo to x: ((x position) + (10)) y: ((y position) - (10))\npen up\nchange x by (10)\npen down\nchange y by (20)\nchange x by (10)\nchange y by (-10)\nchange x by (-10)\npen up\nchange x by (10)\npen down\nchange y by (-10)\npen up\nchange x by (15)\npen down\nchange y by (20)\npen up\nchange x by (-5)\npen down\nchange x by (10)\npen up\nchange x by (10)\nchange y by (-20)\npen down\nchange x by (10)\nchange y by (10)\nchange x by (-10)\nchange y by (10)\nchange x by (10)\npen up\n\nwait (1) seconds\ngo to x: (30) y: (0)\n\nswitch backdrop to (backdrop1 v)\n\npoint towards (mouse-pointer v)\nmove (1) steps\nset pen size to (2)\nset pen color to (#00d8ff)\npen down\n\nDraw blocks [] [] [] [] [] Every [] Blocks\n\nDraw blocks [127] [-1] [127] [18] [3] Every [1] Blocks\n\nDraw blocks [75] [0] [80] [3] [1] Every [1] Blocks\n\nwhen flag clicked\nset [checkpoint 2 v] to [0]\nset [checkpoint 1 v] to [0]\n\nset volume to (50) %\n\n\nplay sound [Collect v] until done\n\nPlayer Physics\nDraw Player\n\nwhen flag clicked\nset [moving platformer y v] to [3]\nset [moving platformer x v] to [246]\nforever\n repeat (16)\n change [moving platformer y v] by (0.5)\n end\n wait (1) seconds\n repeat (16)\n change [moving platformer y v] by (-0.5)\n end\n wait (1) seconds\nend\n\nset [checkpoint 1 v] to [1]\nset [spawnx v] to (round (((PlayerX) + (240)) / (20)))\nset [spawny v] to (round (((PlayerY) + (180)) / (20)))\n\nset [spawnx v] to (round (((PlayerX) + (240)) / (20)))\nset [spawny v] to (round (((PlayerY) + (180)) / (20)))\n\nPlayer Physics\nDraw Player\n\nwhen flag clicked\nset [moving platformer x v] to [246]\nforever\n repeat (8)\n change [moving platformer x v] by (1)\n end\n wait (1) seconds\n repeat (8)\n change [moving platformer x v] by (-1)\n end\n wait (1) seconds\nend\n\ngo to x: (80) y: (0)\n\nDraw blocks [0] [0] [10] [4] [7] Every [1] Blocks\n\nDraw blocks [20] [0] [40] [11] [2] Every [] Blocks\n\nDraw blocks [80] [7] [81] [8] [8] Every [1] Blocks\n\nDraw blocks [120] [0] [122] [4] [7] Every [1] Blocks\n\nDraw blocks [131] [0] [140] [17] [5] Every [1] Blocks\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@Sprite2\n\n@Blank\n\n
Play it HERE:https://forkphorus.github.io/#415454921\nɴᴏᴛᴇ: ɪ ᴀᴍ @ᴘᴏᴘᴜɪᴀʀ ʙᴜᴛ ᴄᴀᴘɪᴛᴀʟ "ɪ".\nᴡᴇʟᴄᴏᴍᴇ ᴛᴏ:\nɢʀᴀꜱꜱ-100% ᴘᴇɴ-ᴀ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ(ᴍᴏʙɪʟᴇ ꜰʀɪᴇɴᴅʟʏ!)!\nᴀᴠᴀɪʟᴀʙʟᴇ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ:\nᴀʀʀᴏᴡ ᴋᴇʏꜱ.\nᴡ,ᴀ,ꜱ,ᴅ ᴋᴇʏꜱ.\nᴛᴀᴘ ɪꜰ ʏᴏᴜ ᴀʀᴇ ɪɴ ᴍᴏʙɪʟᴇ.\nᴛʜɪɴɢꜱ/ᴄᴏʟᴏʀꜱ ᴍᴇᴀɴɪɴɢ:\n ʀᴇᴅ=ᴅᴇᴀᴛʜ \nᴘᴜʀᴘʟᴇ=ᴊᴜᴍᴘ\nꜰʟᴀɢ=ᴄʜᴇᴄᴋ ᴘᴏɪɴᴛ\nɢʀᴇᴇɴ/ʙʀᴏᴡɴ =ɢʀᴏᴜɴᴅ\nɢʀᴇᴇɴ=ꜰɪɴɪꜱʜ
star wars ◆ scrolling platformer creator #games remix
@Stage\n\nwhen flag clicked\nforever\n if <(pause) = [0]> then\n switch backdrop to (join [c] (theme))\n end\nend\n\nwhen flag clicked\nforever\n play sound [star wars v] until done\nend\n\n@blank\n\n@blocks\n\nwhen flag clicked\nset [timer v] to [0]\nset [pause v] to [0]\nset [history_current v] to [1]\nhide\nset rotation style [left-right v]\nshow list [export v]\ndelete all of [history v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [type v]\ndelete all of [c v]\ndelete all of [sign_text v]\nadd [] to [sign_text v]\nadd [0] to [x v]\nadd [-30] to [y v]\nadd [g] to [type v]\nadd [1] to [c v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [c] to [type v]\nadd [1] to [c v]\nadd [] to [sign_text v]\nset [ask_wait v] to [0]\nset [current block v] to [g]\nset [theme v] to [0]\nBlock costume @ [1]\nexport\nadd (export_code) to [history v]\nset [history_current v] to (length of [history v])\n\nwhen I receive [tick v]\ntick\nstop [this script v]\n\ndefine tick\nif <(pause) = [0]> then\n erase all\n if <<(MODE) = [edit]> and <mouse down?>> then\n if <(current block) = [e]> then\n remove block xy ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n else\n add block xy ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n end\n end\n BLOCKS\n mouse\nend\nchange [timer v] by (0.3)\n\ndefine BLOCKS\nclear graphic effects\nset size to (100) %\nset [counter1 v] to [0]\nrepeat (length of [x v])\n change [counter1 v] by (1)\n if <<([abs v] of ((item (counter1) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (counter1) of [y v]) - (SCROLL Y)) ) < [195]>> then\n switch costume to (blank v)\n go to x: ((item (counter1) of [x v]) - (SCROLL X)) y: ((item (counter1) of [y v]) - (SCROLL Y))\n set costume @ (item (counter1) of [type v]) (item (counter1) of [c v])\n stamp\n end\nend\n\ndefine add block xy (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<<(ASK_WAIT) = [1]> or <touching (main-menu v)?>> or <<[type v] contains [f]?> and <(current block) = [f]>>> or <touching (mobile_ui v)?>> or <touching (current block v)?>> or <touching (mask v)?>> or <touching (menu v)?>> or <touching (mask_preview v)?>> or <touching (ui v)?>> then\n hide\n stop [this script v]\nend\nhide\nset [counter3 v] to [0]\nrepeat (length of [x v])\n change [counter3 v] by (1)\n if <<(item (counter3) of [x v]) = (x)> and <(item (counter3) of [y v]) = (y)>> then\n stop [this script v]\n end\nend\nif <(current block) = [n]> then\n add [] to [sign_text v]\n add (x) to [x v]\n add (y) to [y v]\n add (current block) to [type v]\n add [1] to [c v]\n Block costume @ (length of [x v])\n set [sign_length v] to (length of [x v])\n set [ask_wait v] to [1]\n broadcast (sign v)\nelse\n add [] to [sign_text v]\n add (x) to [x v]\n add (y) to [y v]\n add (current block) to [type v]\n add [1] to [c v]\n Block costume @ (length of [x v])\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine Block costume @ (val)\nif <(item (val) of [type v]) = [p]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\nelse\n if <(item (val) of [type v]) = [b]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n else\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <not < [ersfcpbn] contains (item (counter4) of [type v])?>>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <<not < [ersfcn] contains (item (val) of [type v])?>> and <not < [pb] contains (item (counter4) of [type v])?>>>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n end\nend\n\ndefine set costume @ (val) (val2)\nif <(val) = [g]> then\n switch costume to (join (val) (((theme) * (2)) + (val2)))\nelse\n if <<(val) = [l]> or <(val) = [w]>> then\n switch costume to (join (val) ((val2) + <(join ((round ((timer) * (6))) mod (2)) (val2)) = [1]>))\n else\n if <(val) = [s]> then\n switch costume to (s1 v)\n else\n if <(val) = [f]> then\n if <<(counter1) = (checkpoint#)> and <not <(MODE) = [edit]>>> then\n switch costume to (f0 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(val) = [b]> then\n switch costume to (join [b] (val2))\n else\n if <(val) = [p]> then\n switch costume to (join [p] (val2))\n else\n if <(val) = [n]> then\n switch costume to (n1 v)\n else\n if <(val) = [c]> then\n if <<(counter1) = (checkpoint#)> and <not <(MODE) = [edit]>>> then\n switch costume to (c0 v)\n else\n switch costume to (c1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine mouse\nif <<(MODE) = [edit]> and <(ASK_WAIT) = [0]>> then\n if <(current block) = [e]> then\n switch costume to (e v)\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n stamp\n else\n go to x: (((round (((mouse x) + (SCROLL X)) / (30))) * (30)) - (SCROLL X)) y: (((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) - (SCROLL Y))\n set size to (99) %\n if <(current block) = [g]> then\n switch costume to (join [g] ((theme) * (2)))\n else\n if <<(current block) = [l]> or <(current block) = [w]>> then\n switch costume to (join (current block) [0])\n else\n if <(current block) = [s]> then\n switch costume to (s1 v)\n else\n if <(current block) = [f]> then\n switch costume to (f1 v)\n if <[type v] contains [f]?> then\n stop [this script v]\n end\n else\n if <(current block) = [c]> then\n switch costume to (c1 v)\n else\n if <(current block) = [b]> then\n switch costume to (b1 v)\n else\n if <(current block) = [p]> then\n switch costume to (p1 v)\n else\n if <(current block) = [n]> then\n switch costume to (n1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n set [counter5 v] to [0]\n repeat (length of [x v])\n change [counter5 v] by (1)\n if <<(item (counter5) of [x v]) = ((round (((mouse x) + (SCROLL X)) / (30))) * (30))> and <(item (counter5) of [y v]) = ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))>> then\n stop [this script v]\n end\n end\n set [ghost v] effect to (50)\n stamp\n end\nend\n\ndefine remove block xy (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<touching (mobile_ui v)?> or <(ASK_WAIT) = [1]>> or <touching (current block v)?>> or <touching (mask v)?>> or <touching (menu v)?>> or <touching (mask_preview v)?>> or <touching (ui v)?>> or <<[0] = (x)> and <<[0] = (y)> or <[-30] = (y)>>>> then\n hide\n stop [this script v]\nend\nhide\nset [counter0 v] to [1]\nrepeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>>>\n change [counter0 v] by (1)\nend\nset [erased_ground? v] to [0]\nif <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>> then\n set [erased_ground? v] to [1]\n set [deleted_type v] to (item (counter0) of [type v])\n delete (counter0) of [x v]\n delete (counter0) of [y v]\n delete (counter0) of [type v]\n delete (counter0) of [c v]\n delete (counter0) of [sign_text v]\nend\nset [counter0 v] to [1]\nif <(deleted_type) = [p]> then\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = ((y) + (30))>>>\n change [counter0 v] by (1)\n end\nelse\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <((item (counter0) of [y v]) + (30)) = (y)>>>\n change [counter0 v] by (1)\n end\nend\nreplace item (counter0) of [c v] with [1]\nif <(erased_ground?) = [1]> then\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine export\nset [c2 v] to [0]\nset [export_code v] to (join (join (theme) (walljump)) [{])\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) ((item (c2) of [x v]) / (30)))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) ((item (c2) of [y v]) / (30)))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [type v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [c v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [sign_text v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\n\ndefine import (i)\nset [c2 v] to [4]\ndelete all of [x v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [x v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [y v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [y v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [type v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [type v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [c v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [c v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [sign_text v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add (c3) to [sign_text v]\n change [c2 v] by (1)\nend\nif <not <(length of [x v]) = (length of [y v])>> then\n set [import v] to [invalid]\n stop [this script v]\nend\n\nwhen I receive [redo v]\nif <<(history_current) < (length of [history v])> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (1)\n import (item (history_current) of [history v])\nend\n\nwhen I receive [undo v]\nif <<(history_current) > [1]> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (-1)\n import (item (history_current) of [history v])\nend\n\nwhen I receive [export v]\nexport\ndelete all of [export v]\nadd [Triple-click on the code below and copy \(ctrl+c\) it to save your level:] to [export v]\nadd (export_code) to [export v]\nadd [] to [export v]\nif <(length of (export_code)) < [501]> then\n add [Next, paste \(ctrl+v\) it in the comments!] to [export v]\nelse\n add [Your code is too long to fit in one comment. Share your level here:] to [export v]\n add [https://scratch.mit.edu/discuss/topic/428128/] to [export v]\n add [] to [export v]\n add [Your code is separated below so you can fit in multiple comments:] to [export v]\n separate\n if <(length of [export v]) > [9]> then\n repeat (4)\n add [] to [export v]\n end\n end\nend\nhide list [export v]\nask [Paste your code here to confirm that you copied the whole thing:] and wait\nif <<not <(answer) = (item (2) of [export v])>> or <not <(answer) = (join (item (2) of [export v]) [ 3])>>> then\n repeat until <<(answer) = (join (item (2) of [export v]) [ 3])> or <(answer) = (item (2) of [export v])>>\n ask [You didn’t copy the entire code! Remember to triple click on the code, and copy it. Try again:] and wait\n end\nend\nshow list [export v]\n\nwhen I receive [import v]\nask [Paste your code below:] and wait\nif <not <(answer) = []>> then\n set [pause v] to [1]\n set [import v] to (answer)\n import (import)\n if <(import) = [invalid]> then\n set [pause v] to [0]\n import (item (length of [history v]) of [history v])\n broadcast (invalid v)\n else\n broadcast (preview v)\n set [theme v] to (letter (1) of (import))\n set [walljump v] to (letter (2) of (import))\n add (import) to [history v]\n set [history_current v] to (length of [history v])\n wait until <(MODE) = [preview]>\n set [pause v] to [0]\n end\nend\n\nwhen I receive [delete all v]\nif <(length of [x v]) > [2]> then\n delete all of [c v]\n delete all of [x v]\n delete all of [y v]\n delete all of [type v]\n add [0] to [x v]\n add [-30] to [y v]\n add [g] to [type v]\n add [1] to [c v]\n add [0] to [x v]\n add [0] to [y v]\n add [c] to [type v]\n add [1] to [c v]\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine separate\nset [i2 v] to [0]\nrepeat until <(i2) > (length of (export_code))>\n set [i3 v] to []\n repeat (500)\n change [i2 v] by (1)\n if <(i2) > (length of (export_code))> then\n add (i3) to [export v]\n stop [this script v]\n end\n set [i3 v] to (join (i3) (letter (i2) of (export_code)))\n end\n add (i3) to [export v]\nend\n\nwhen I receive [go to v]\nask [enter X position:] and wait\nif <not <(answer) = []>> then\n set [scroll x v] to (round (answer))\nend\nask [enter Y position:] and wait\nif <not <(answer) = []>> then\n set [scroll y v] to (round (answer))\nend\n\nwhen I receive [sign v]\nask [Enter the text for the sign. \(follow Community Guidelines please\)] and wait\nif <<(answer) = []> or << (answer) contains [{]?> or < (answer) contains [}]?>>> then\n delete (sign_length) of [sign_text v]\n delete (sign_length) of [x v]\n delete (sign_length) of [y v]\n delete (sign_length) of [type v]\n delete (sign_length) of [c v]\nelse\n replace item (sign_length) of [sign_text v] with (answer)\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\nwhen I receive [rename v]\nask [What do you want to rename the sign to?] and wait\nif <<not <(answer) = []>> and <<not < (answer) contains [{]?>> and <not < (answer) contains [}]?>>>> then\n replace item (sign#) of [sign_text v] with (answer)\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\n@player\n\ndefine tick-play\ngo to [back v] layer\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> and <(click) = [0]>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n change [xv v] by (0.7)\n else\n change [xv v] by (1.2)\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>> and <(click) = [0]>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n change [xv v] by (-0.7)\n else\n change [xv v] by (-1.2)\n end\n end\n end\nend\nif <[collisions v] contains [w]?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(play-pause) = [0]> then\n set [yv v] to [5.5]\n end\n end\n change [yv v] by (-1)\n set [yv v] to ((YV) * (0.76))\nelse\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(click) = [0]>> then\n if <(in air) < [4]> then\n if <(play-pause) = [0]> then\n set [yv v] to [9]\n end\n end\n end\n change [yv v] by (-0.82)\nend\nset [xv v] to ((XV) * (0.73))\nif <(YV) < [-13]> then\n set [yv v] to [-13]\nend\nchange x by (round ((XV) * (1.4)))\nchange y by (round (YV))\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (7)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (5))) + (2))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nposition\nif <<<[collisions v] contains [s]?> or <[collisions v] contains [l]?>> or <(Offset Y) < [-430]>> then\n reset\nend\nif <[collisions v] contains [b]?> then\n set [yv v] to [14]\nelse\n if <[collisions v] contains [p]?> then\n set [yv v] to [-9]\n end\nend\nif <[collisions v] contains [c]?> then\n set [checkpoint# v] to (item # of [c] in [collisions v])\nelse\n if <[collisions v] contains [f]?> then\n set [checkpoint# v] to (item # of [f] in [collisions v])\n end\nend\ncollision test\n\ndefine change y by (sy)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nif <<[collisions v] contains [p]?> and <(sy) > [0]>> then\n change [offset y v] by ((0) - (sy))\nend\nposition\nrepeat until <not <[collisions v] contains [g]?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n set [in air v] to [0]\n end\n position\n set [yv v] to [0]\nend\n\ndefine change x by (sx)\nchange [offset x v] by (sx)\nposition\nif <[collisions v] contains [g]?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <[collisions v] contains [g]?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <[collisions v] contains [g]?>>\n if <(sx) < [0]> then\n change [offset x v] by (1)\n else\n change [offset x v] by (-1)\n end\n position\n set [xv v] to [0]\n end\n if <(walljump) = [1]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n end\n end\n end\nend\n\ndefine position\ngo to x: ((Offset X) - (SCROLL X)) y: ((Offset Y) - (SCROLL Y))\ncollision test\n\ndefine collision test\ndelete all of [collisions v]\nset [c1 v] to [0]\nrepeat (length of [type v])\n add [0] to [collisions v]\n change [c1 v] by (1)\n if <(item (c1) of [type v]) = [s]> then\n if <<<not <((item (c1) of [x v]) - (-17.5)) < (Offset X)>> and <((item (c1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (c1) of [y v]) - (-9.5)) < (Offset Y)>> and <((item (c1) of [x v]) - (17.5)) < (Offset X)>>> then\n replace item (c1) of [collisions v] with (item (c1) of [type v])\n end\n else\n if <<<not <((item (c1) of [x v]) - (-24.5)) < (Offset X)>> and <((item (c1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (c1) of [y v]) - (-23.5)) < (Offset Y)>> and <((item (c1) of [x v]) - (24.5)) < (Offset X)>>> then\n replace item (c1) of [collisions v] with (item (c1) of [type v])\n end\n end\nend\n\ndefine Tick-edit\ngo to [back v] layer\nclear graphic effects\nswitch costume to (3a v)\nposition\nchange [scroll x v] by ((<<<(mobile_click??????) = [2]> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> - <<<(mobile_click??????) = [4]> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (4))\nchange [scroll y v] by ((<<<(mobile_click??????) = [1]> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> - <<<(mobile_click??????) = [3]> or <key (down arrow v) pressed?>> or <key (s v) pressed?>>) * (4))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nset [play-pause v] to [0]\nset [win? v] to [0]\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n Tick-edit\nelse\n if <(MODE) = [preview]> then\n go to [back v] layer\n set [scroll x v] to [0]\n set [scroll y v] to [35]\n set [offset x v] to [0]\n set [offset y v] to [-5]\n set [yv v] to [0]\n set [xv v] to [0]\n set [in air v] to [0]\n set [play-pause v] to [0]\n set [win? v] to [0]\n position\n else\n if <(MODE) = [play]> then\n repeat (1)\n tick-play\n Set Costume\n end\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n broadcast (Tick v)\nend\n\ndefine reset\nset [play-pause v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [in air v] to [0]\nif <(MODE) = [play]> then\n set [scroll x v] to (item (checkpoint#) of [x v])\n set [scroll y v] to (item (checkpoint#) of [y v])\n set [offset x v] to (item (checkpoint#) of [x v])\n set [offset y v] to (item (checkpoint#) of [y v])\nelse\n set [scroll x v] to [0]\n set [scroll y v] to [30]\n set [offset x v] to [0]\n set [offset y v] to [-5]\nend\n\nwhen flag clicked\nset [win? v] to [0]\nreset\nset size to (60) %\npoint in direction (90)\nshow\nswitch costume to (3a v)\nbroadcast (start! v)\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> 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) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\n\nwhen I receive [mode v]\nreset\n\nwhen flag clicked\nforever\n if <<<[collisions v] contains [f]?> and <(MODE) = [play]>> and <(win?) = [0]>> then\n set [win? v] to [1]\n broadcast (win v)\n set [play-pause v] to [1]\n end\nend\n\n@mask\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\n\n@select\n\nwhen flag clicked\nhide\nset [@id v] to [0]\nrepeat (9)\n change [@id v] by (1)\n create clone of (_myself_ v)\nend\nset [@id v] to [e]\ncreate clone of (_myself_ v)\nset [@id v] to [null]\n\nwhen I receive [tick v]\nif <<(MODE) = [edit]> and <not <(@ID) = [null]>>> then\n show\n if <(@ID) = [1]> then\n switch costume to (join [g] (((theme) * (2)) + (1)))\n go to x: (-215) y: (-165)\n else\n if <(@ID) = [2]> then\n switch costume to (join [l] ((round ((timer) * (6))) mod (2)))\n go to x: (-179) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to [l]\n end\n else\n if <(@ID) = [3]> then\n switch costume to (join [w] (([floor v] of ((timer) * (6)) ) mod (2)))\n go to x: (-143) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to [l]\n end\n else\n if <(@ID) = [4]> then\n switch costume to (s1 v)\n go to x: (-108) y: (-165)\n else\n if <(@ID) = [e]> then\n switch costume to (eraser v)\n go to x: (72) y: (-165)\n else\n if <(@ID) = [5]> then\n switch costume to (c1 v)\n go to x: (14) y: (-165)\n else\n if <(@ID) = [6]> then\n go to x: (42) y: (-165)\n if <[type v] contains [f]?> then\n switch costume to (f2 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(@ID) = [7]> then\n switch costume to (b1 v)\n go to x: (-77) y: (-165)\n else\n if <(@ID) = [8]> then\n switch costume to (p1 v)\n go to x: (-47) y: (-165)\n else\n if <(@ID) = [9]> then\n switch costume to (n1 v)\n go to x: (-16) y: (-165)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to (letter (1) of (costume [name v]))\n end\n if <(current block) = (letter (1) of (costume [name v]))> then\n set [ghost v] effect to (0)\n else\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (32.5)\n else\n set [ghost v] effect to (65)\n end\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (88) %\ngo to [front v] layer\n\n@UI\n\nwhen flag clicked\nset [ui_menu1 v] to [0]\nset [walljump v] to [0]\ngo to x: (0) y: (0)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [c]\ncreate clone of (_myself_ v)\nset [@id v] to [0]\nforever\n if <(MODE) = [edit]> then\n show\n switch costume to (join [walljump] (walljump))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <mouse down?> then\n set [walljump v] to ((1) - (walljump))\n switch costume to (join [walljump] (walljump))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(@ID) = [1]> then\n switch costume to (theme v)\n go to x: (0) y: (0)\n go to [front v] layer\n forever\n if <(MODE) = [edit]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <<mouse down?> and <<(y pos_menu) > [-0.6]> or <(y pos_menu) < [-59.4]>>> then\n set [ui_menu1 v] to ((1) - (UI_menu1))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ui_menu1 v] to [0]\n end\n end\nelse\n if <(@ID) = [c]> then\n switch costume to (cover v)\n else\n if <(@ID) = [2]> then\n switch costume to (menu000 v)\n set [y pos_menu v] to [-60]\n go to [back v] layer\n forever\n if <(MODE) = [edit]> then\n if <(UI_menu1) = [1]> then\n change [y pos_menu v] by (((0) - (y pos_menu)) / (5))\n switch costume to (h0 v)\n else\n change [y pos_menu v] by (((-60) - (y pos_menu)) / (5))\n end\n if <(y pos_menu) > [-0.5]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (menu100 v)\n if <mouse down?> then\n set [theme v] to [0]\n end\n else\n switch costume to (h1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu010 v)\n if <mouse down?> then\n set [theme v] to [1]\n end\n else\n switch costume to (h2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu001 v)\n if <mouse down?> then\n set [theme v] to [2]\n end\n else\n switch costume to (menu000 v)\n end\n end\n end\n else\n switch costume to (menu000 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\n if <(@ID) = [2]> then\n go to x: (0) y: (y pos_menu)\n end\nelse\n hide\nend\n\n@buttons\n\nwhen flag clicked\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [3]\ncreate clone of (_myself_ v)\nset [@id v] to [m]\ncreate clone of (_myself_ v)\nset [@id v] to [u]\ncreate clone of (_myself_ v)\nset [@id v] to [r]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (export v)\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (export v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [front v] layer\nif <(@ID) = [3]> then\n forever\n if <(MODE) = [play]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [click v] to [1]\n broadcast (edit v) and wait\n else\n set [click v] to [0]\n end\n else\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v) and wait\n end\n end\n end\n end\nelse\n if <(@ID) = [1]> then\n switch costume to (import v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [m]> then\n switch costume to (menu v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(round ([x vel v] of [menu v])) = [0]> then\n set [ui_menu2 v] to ((1) - (UI_menu2))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n set [ui_menu2 v] to [0]\n end\n end\n else\n if <(@ID) = [u]> then\n switch costume to (undo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (undo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [r]> then\n switch costume to (redo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (redo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@ID) = [3]> then\n if <(MODE) = [play]> then\n show\n switch costume to (return v)\n else\n if <(MODE) = [edit]> then\n show\n switch costume to (play v)\n else\n hide\n end\n end\nelse\n if <(MODE) = [edit]> then\n show\n else\n hide\n end\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\nif <(@ID) = [u]> then\n if <(history_current) > [1]> then\n switch costume to (undo v)\n else\n switch costume to (undo2 v)\n set [brightness v] effect to (0)\n end\nelse\n if <(@ID) = [r]> then\n if <(history_current) < (length of [history v])> then\n switch costume to (redo v)\n else\n switch costume to (redo2 v)\n set [brightness v] effect to (0)\n end\n end\nend\n\n@fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [play]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [edit]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [preview v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [preview]\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@menu\n\nwhen flag clicked\nset [ui_menu2 v] to [0]\nset [mobile? v] to [0]\ngo to x: (-100) y: (0)\nshow\nswitch costume to (menu v)\nset [@id v] to [0]\ncreate clone of (_myself_ v)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [99]\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(UI_menu2) = [1]> then\n set [x vel v] to ((((30) - (x position)) / (9)) + ((x vel) * (0.74)))\nelse\n set [x vel v] to (((-100) - (x position)) / (5))\nend\nchange x by (x vel)\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(@id) = [0]> then\n switch costume to (del v)\n forever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(MODE) = [edit]>> then\n broadcast (delete all v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nelse\n if <(@id) = [1]> then\n switch costume to (mobile0 v)\n forever\n switch costume to (join [mobile] (mobile?))\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n set [mobile? v] to ((1) - (mobile?))\n switch costume to (join [mobile] (mobile?))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n if <(@id) = [2]> then\n switch costume to (gotoxy v)\n forever\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (go to v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n end\n end\nend\n\n@mask_preview\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(MODE) = [preview]> then\n set y to (-17)\n change [ghost v] effect by (-10)\n set size to (100) %\nelse\n change y by (((-6) - (y position)) / (4))\n switch costume to (sizer v)\n if <(MODE) = [play]> then\n change size by (((230) - (size)) / (12))\n if <(size) > [216]> then\n change [ghost v] effect by (20)\n end\n else\n change size by (((175) - (size)) / (11))\n if <(size) > [173]> then\n change [ghost v] effect by (10)\n end\n end\n switch costume to (mask preview v)\nend\n\n@UI_preview\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (edit v)\nset [ghost v] effect to (100)\ncreate clone of (_myself_ v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [edit]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (play v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [play]\n end\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(MODE) = [preview]> then\n set y to (0)\n change [ghost v] effect by (-10)\nelse\n change y by (((y position) - (80)) / (12))\n if <(y position) < [-80]> then\n set [ghost v] effect to (100)\n end\nend\nif <not <(MODE) = [play]>> then\n set [previous menu v] to (MODE)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\n\n@MOBILE_UI\n\nwhen flag clicked\ngo to x: (176) y: (91)\nshow\nset [ghost v] effect to (100)\nforever\n if <<(mobile?) = [1]> and <(MODE) = [edit]>> then\n show\n set [size_velocity v] to (((size_velocity) * (0.77)) + (((100) - (size)) / (6)))\n change size by (size_velocity)\n change [ghost v] effect by (-10)\n switch costume to (hitbox1 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [1]\n switch costume to (main1 v)\n else\n switch costume to (hitbox2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [2]\n switch costume to (main2 v)\n else\n switch costume to (hitbox3 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [3]\n switch costume to (main3 v)\n else\n switch costume to (hitbox4 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [4]\n switch costume to (main4 v)\n else\n set [mobile_click?????? v] to [0]\n switch costume to (main0 v)\n end\n end\n end\n end\n else\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (6))\n if <(size) < [10]> then\n hide\n end\n end\nend\n\n@invalid\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [invalid v]\nshow\nrepeat until <(y position) < [12]>\n change y by (((11) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) - (8)) / (5))\nend\nhide\n\n@current block\n\nwhen I receive [tick v]\ngo to [back v] layer\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (g1 v)\nforever\n switch costume to (join (current block) [1])\n repeat until <not <(letter (1) of (costume [name v])) = (current block)>>\n set [y v v] to (((y v) * (0.78)) + (((0) - (y position)) / (9)))\n change y by (y v)\n end\n repeat (6)\n change [ghost v] effect by (25)\n end\n set y to (-50)\n clear graphic effects\nend\n\n@sign_text\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\nif <(MODE) = [edit]> then\n mouse\nelse\n if <(MODE) = [play]> then\n if <[collisions v] contains [n]?> then\n go to x: ((item (item # of [n] in [collisions v]) of [x v]) - (SCROLL X)) y: ((item (item # of [n] in [collisions v]) of [y v]) - (SCROLL Y))\n say (item (item # of [n] in [collisions v]) of [sign_text v])\n else\n say []\n end\n else\n say []\n end\nend\n\ndefine mouse\nset [c2 v] to [0]\nrepeat until <<(c2) > (length of [x v])> or <<((round (((mouse x) + (SCROLL X)) / (30))) * (30)) = (item (c2) of [x v])> and <((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) = (item (c2) of [y v])>>>\n change [c2 v] by (1)\nend\nif <(item (c2) of [sign_text v]) = []> then\n say []\nelse\n go to x: ((item (c2) of [x v]) - (SCROLL X)) y: ((item (c2) of [y v]) - (SCROLL Y))\n say (join (item (c2) of [sign_text v]) [ \(press "e" to edit\)])\n if <<key (e v) pressed?> and <(ASK_WAIT) = [0]>> then\n set [ask_wait v] to [1]\n set [sign# v] to (c2)\n broadcast (rename v)\n end\nend\nif <key (1 v) pressed?> then\n set [current block v] to [g]\nelse\n if <key (2 v) pressed?> then\n set [current block v] to [l]\n else\n if <key (3 v) pressed?> then\n set [current block v] to [w]\n else\n if <key (4 v) pressed?> then\n set [current block v] to [s]\n else\n if <key (5 v) pressed?> then\n set [current block v] to [b]\n else\n if <key (6 v) pressed?> then\n set [current block v] to [p]\n else\n if <key (7 v) pressed?> then\n set [current block v] to [n]\n else\n if <key (8 v) pressed?> then\n set [current block v] to [c]\n else\n if <key (9 v) pressed?> then\n set [current block v] to [f]\n else\n if <key (0 v) pressed?> then\n set [current block v] to [e]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (r v) pressed?> then\n set [scroll x v] to [0]\n set [scroll y v] to [30]\nend\nstop [this script v]\n\n@win\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (120)\nset [ghost v] effect to (100)\nwait (0.2) seconds\nshow\nrepeat until <([abs v] of ((((-1) - (y position)) / (9)) + ((yvel) * (0.8))) ) < [0.03]>\n set [yvel v] to ((((-1) - (y position)) / (10)) + ((yvel) * (0.84)))\n change y by (yvel)\n change [ghost v] effect by (-15)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [play-pause v] to [0]\nrepeat until <(y position) < [-150]>\n change y by (((y position) - (6)) / (3))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (costume2 v)\n change [ghost v] effect by (-15)\nend\nset size to (100) %\n\n@main-menu\n\nwhen flag clicked\nset size to (100) %\nset [mode v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nshow\nset [id v] to [99]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [@wait v] to [0]\nset size to (0) %\ngo to x: (0) y: (100)\nif <(id) = [0]> then\n switch costume to (new v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (hide v)\n stop [this script v]\n end\n end\nelse\n if <[1] = (id)> then\n switch costume to (load v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n broadcast (hide v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(id) < [5]> then\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((0) - (y position)) / (5))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (13)\n change size by (((110) - (size)) / (8))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (8))\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide v]\nset [mode v] to [edit]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (main1 v)\nwait (0.3) seconds\nforever\n switch costume to (main1 v)\n wait (0) seconds\n repeat (5)\n next costume\n wait (0) seconds\n end\n switch costume to (main1 v)\n wait (pick random (2) to (5)) seconds\nend\n\ncreate clone of (_myself_ v)\n\nstop [all v]\n\n@notif\n\nwhen flag clicked\ngo to x: (260) y: (50)\nhide\nswitch costume to (costume1 v)\nwait until <(MODE) = [edit]>\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait until <(MODE) = [edit]>\n repeat until <not <(MODE) = [edit]>>\n wait (pick random (16) to (28)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\n end\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen I receive [lovefav v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\n switch costume to (costume3 v)\nend\ngo to x: (260) y: (52)\nshow\nclear graphic effects\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\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 (lovefav 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 else\n end\nend\n\n
◆star wars◆ #3 in polish trending      \n1. love & fav #25 in polish populars projects\n2. comment\n3. remix\n4. follow me
360 Platformer!
@Stage\n\n@land 360\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <[-25] > (cam x)> then\n change [cam x v] by (((-25) - (cam x)) * (0.05))\n else\n change [cam x v] by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(cam x) > [25]> then\n change [cam x v] by (((25) - (cam x)) * (0.05))\n else\n change [cam x v] by (1)\n end\n end\n if <not <<<key (right arrow v) pressed?> and <(r) = [0]>> or <<key (left arrow v) pressed?> and <(l) = [0]>>>> then\n change [cam x v] by (((0) - (cam x)) * (0.05))\n end\n broadcast (lag free cam set v)\nend\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nSet hack size to [500]\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n if <(m) = [t]> then\n change [y vel v] by (1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n change [d vel v] by (-0.2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> 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 if <color (#000000) is touching (#9966ff)?> then\n broadcast (win v) and wait\n stop [this script v]\n end\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 (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(u) = [1]>> then\n start sound [Jump v]\n set [y vel v] to [-14]\n end\n end\n change y by (-1)\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (0) y: (-600)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\n@back ground\n\nwhen I receive [play v]\npoint in direction (90)\nset size to (500) %\nforever\n go to x: (([x position v] of [player v]) * (0.8)) y: (([y position v] of [land 360 v]) * (0.1))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (enemy v)?> then\n set [m v] to [f]\n create clone of (_myself_ v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n broadcast (respawn v) and wait\n end\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [m v] to [t]\nclear graphic effects\n\nwhen I receive [play v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <[0] > (y vel)> then\n switch costume to (up v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(r) = [1]>> then\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(l) = [1]>> then\n switch costume to (left v)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(u) = [1]>>> then\n switch costume to (up v)\n end\n if <<<<key (w v) pressed?> and <key (d v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <<(u) = [1]> and <(r) = [1]>>> then\n switch costume to (up and right v)\n end\n if <<<<key (w v) pressed?> and <key (a v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<(l) = [1]> and <(u) = [1]>>> then\n switch costume to (up and left v)\n end\nend\n\nwhen flag clicked\nset [m v] to [f]\npoint in direction (90)\nbroadcast (respawn v)\n\nwhen I receive [play v]\nwait until <<([direction v] of [land 360 v]) < [155]> and <([direction v] of [land 360 v]) > [140]>>\nbroadcast (win v) and wait\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (10)\n change y by (5)\n turn left (1) degrees\n change [ghost v] effect by (10)\n set [brightness v] effect to (0)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n change y by (-2)\n change y by (2)\nend\n\nwhen flag clicked\nif <(me?) = [0]> then\n change [☁ views v] by (1)\n set [me? v] to [1]\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [time v]\n\n@You won\n\nwhen I receive [win v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (100)\n repeat (25)\n change y by (((0) - (y position)) * (0.1))\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-200)\n repeat (50)\n change y by (((0) - (y position)) * (0.1))\n end\n show variable [time v]\n set [time v] to (join (time) [ sec])\n stop [this script v]\nend\n\nwhen I receive [play v]\nset [time v] to [0]\nhide variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\n\n@Mobile freindly\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nswitch costume to (up v)\ncreate clone of (_myself_ v)\nrepeat (2)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n set [u v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [l v] to [1]\n end\n if <(costume [number v]) = [3]> then\n set [r v] to [1]\n end\n else\n if <(costume [number v]) = [1]> then\n set [u v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [l v] to [0]\n end\n if <(costume [number v]) = [3]> then\n set [r v] to [0]\n end\n end\nend\n\nwhen flag clicked\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]\nrepeat (50)\n change volume by (-2)\nend\nbroadcast (play v)\n\nwhen I receive [intro v]\nset [clonecostume v] to [0]\nerase all\nreset timer\nClone\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)\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)\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]\nwait (1) seconds\nset volume to (1) %\nstart sound [Foxsky - Kirby Smash v]\nrepeat (100)\n change volume by (10)\nend\n\nwhen flag clicked\nbroadcast (intro v)\n\n@Bg\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [win v]\nshow\n\n@Enemy\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-10) y: (-600)\nSet hack size to [500]\nforever\n go to (land 360 v)\n point in direction ([direction v] of [land 360 v])\nend\n\n
W,A,S,D or arrow keys to move.
Platformer engine v1.0 #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset [ghost v] effect to (30)\nwait (10) seconds\nforever\n play sound [NSMBU- Snow Overworld v] until done\nend\n\ndefine check\nif <not <(length of (answer)) = [12]>> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nif <<not <(letter (3) of (answer)) = [ ]>> or <not <(letter (8) of (answer)) = [ ]>>> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nif <not <<(letter (4) of (answer)) = [0]> or <(letter (4) of (answer)) = [1]>>> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nif <not <<(letter (9) of (answer)) = [0]> or <(letter (9) of (answer)) = [1]>>> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nif <(join (letter (1) of (answer)) (letter (2) of (answer))) > [9]> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nset [load level v] to (join (letter (1) of (answer)) (letter (2) of (answer)))\nif <not <(join (letter (5) of (answer)) (join (letter (6) of (answer)) (letter (7) of (answer)))) < [240]>> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nif <not <(join (letter (10) of (answer)) (join (letter (11) of (answer)) (letter (12) of (answer)))) < [180]>> then\n if <not <(answer) = []>> then\n ask [Sorry, code not secured. Please enter code again. \(blank to cancel\)] and wait\n check\n end\nend\nif <(letter (4) of (answer)) = [0]> then\n set [load x v] to (join (letter (5) of (answer)) (join (letter (6) of (answer)) (letter (7) of (answer))))\nelse\n set [load x v] to (join [-] (join (letter (5) of (answer)) (join (letter (6) of (answer)) (letter (7) of (answer)))))\nend\nif <(letter (9) of (answer)) = [0]> then\n set [load y v] to (join (letter (10) of (answer)) (join (letter (11) of (answer)) (letter (12) of (answer))))\nelse\n set [load y v] to (join [-] (join (letter (12) of (answer)) (join (letter (11) of (answer)) (letter (12) of (answer)))))\nend\nset [time v] to [1]\nbroadcast (collect load data v)\n\nwhen I receive [load v]\nset [time? v] to [0]\nask [Please enter code. \(blank to cancel\)] and wait\ncheck\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nset [uc? v] to [0]\nforever\n switch backdrop to (level)\nend\n\nwhen I receive [zone-1 end v]\nswitch backdrop to (11 v)\n\nwhen flag clicked\nforever\n if <<(level) = [4]> and <([x position v] of [zone-1 player v]) > [220]>> then\n if <<(item (enemy cln 1) of [enemy 1 v]) = [alive]> and <<(item (enemy cln 2) of [enemy 2 v]) = [alive]> and <(item (enemy cln 3) of [enemy 3 v]) = [alive]>>> then\n broadcast (ultimate challenge success! v)\n set [uc? v] to [1]\n end\n wait until <not <<(level) = [4]> and <([x position v] of [zone-1 player v]) > [220]>>>\n end\nend\n\nwhen I receive [leaderboard v]\nswitch backdrop to (12 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nstart sound [Magic Spell v]\nwait (0.8) seconds\nbroadcast (zone-1 end v)\n\nwhen I receive [zone-1 end v]\nstop all sounds\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n play sound [Hightail Falls Galaxy v] until done\nend\n\nwhen I receive [zone-1 end v]\nset [level v] to [11]\n\n@blank\n\n@zone-1 player\n\nwhen flag clicked\nset volume to (100) %\npoint in direction (90)\nset size to (60) %\nshow\ngo to x: (-220) y: (0)\nswitch costume to (1 v)\nset [mobile friendly? v] to [1]\nset [can move? v] to [1]\nset [can be dead? v] to [1]\nset [deaths v] to [0]\nset [skipped? v] to [0]\nset [loaded? v] to [0]\nforever\n if <not <(level) = [11]>> then\n if <(x position) > [220]> then\n start sound [Teleport2 v]\n change [level v] by (1)\n if <(level) = [11]> then\n broadcast (zone-1 end v)\n end\n broadcast (next level v)\n reset\n wait until <not <(x position) > [220]>>\n end\n end\n if <touching (spikes v)?> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n wait until <not <touching (spikes v)?>>\n end\n if <(y position) < [-178]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n wait until <not <(y position) < [-178]>>\n end\n if <<(enemy cln 1) = [1]> and <<touching (enemies 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy cln 1) = [1]> and <<touching (enemies 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 1) of [enemy 1 v] with [dead]\n wait until <not <<(enemy cln 1) = [1]> and <<touching (enemies 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy cln 1) = [2]> and <<touching (enemies 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy cln 1) = [2]> and <<touching (enemies 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 1) of [enemy 1 v] with [dead]\n wait until <not <<(enemy cln 1) = [1]> and <<touching (enemies 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy cln 2) = [1]> and <<touching (enemies 2 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 2 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy cln 2) = [1]> and <<touching (enemies 2 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 2) of [enemy 2 v] with [dead]\n wait until <not <<(enemy cln 2) = [1]> and <<touching (enemies 2 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy cln 3) = [1]> and <<touching (enemies 3 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 3 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy cln 3) = [1]> and <<touching (enemies 3 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 3) of [enemy 3 v] with [dead]\n wait until <not <<(enemy cln 3) = [1]> and <<touching (enemies 3 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy cln 1) = [3]> and <<touching (enemies 1 v)?> and <not <<(y position) < [65]> and <(y position) > [59]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 1 v)?> and <not <<(y position) < [65]> and <(y position) > [59]>>>>>\n end\n if <<(enemy cln 1) = [3]> and <<touching (enemies 1 v)?> and <<(y position) < [65]> and <(y position) > [59]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 1) of [enemy 1 v] with [dead]\n wait until <not <<(enemy cln 1) = [3]> and <<touching (enemies 1 v)?> and <<(y position) < [65]> and <(y position) > [59]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy cln 2) = [2]> and <<touching (enemies 2 v)?> and <not <<(y position) < [65]> and <(y position) > [59]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 2 v)?> and <not <<(y position) < [65]> and <(y position) > [59]>>>>>\n end\n if <<(enemy cln 2) = [2]> and <<touching (enemies 2 v)?> and <<(y position) < [65]> and <(y position) > [59]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 2) of [enemy 2 v] with [dead]\n wait until <not <<(enemy cln 2) = [2]> and <<touching (enemies 2 v)?> and <<(y position) < [65]> and <(y position) > [59]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy cln 1) = [4]> and <<touching (enemies 1 v)?> and <not <<(y position) < [53]> and <(y position) > [44]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 1 v)?> and <not <<(y position) < [53]> and <(y position) > [44]>>>>>\n end\n if <<(enemy cln 1) = [4]> and <<touching (enemies 1 v)?> and <<(y position) < [53]> and <(y position) > [44]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 1) of [enemy 1 v] with [dead]\n wait until <not <<(enemy cln 1) = [4]> and <<touching (enemies 1 v)?> and <<(y position) < [53]> and <(y position) > [44]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy AI cln) = [1]> and <<touching (enemies ai 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies ai 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy AI cln) = [1]> and <<touching (enemies ai 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy AI cln) of [enemy ai 1 v] with [dead]\n wait until <not <<(enemy AI cln) = [1]> and <<touching (enemies ai 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy cln 1) = [5]> and <<touching (enemies 1 v)?> and <not <<(y position) < [97]> and <(y position) > [91]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 1 v)?> and <not <<(y position) < [97]> and <(y position) > [91]>>>>>\n end\n if <<(enemy cln 1) = [5]> and <<touching (enemies 1 v)?> and <<(y position) < [97]> and <(y position) > [91]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 1) of [enemy 1 v] with [dead]\n wait until <not <<(enemy cln 1) = [5]> and <<touching (enemies 1 v)?> and <<(y position) < [97]> and <(y position) > [91]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy cln 2) = [3]> and <<touching (enemies 2 v)?> and <not <<(y position) < [26]> and <(y position) > [19]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies 2 v)?> and <not <<(y position) < [26]> and <(y position) > [19]>>>>>\n end\n if <<(enemy cln 2) = [3]> and <<touching (enemies 2 v)?> and <<(y position) < [26]> and <(y position) > [19]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy cln 2) of [enemy 2 v] with [dead]\n wait until <not <<(enemy cln 2) = [3]> and <<touching (enemies 2 v)?> and <<(y position) < [26]> and <(y position) > [19]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(enemy AI cln) = [2]> and <<touching (enemies ai 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>> then\n if <(can be dead?) = [1]> then\n start sound [Disconnect v]\n broadcast (next level v)\n reset\n end\n wait until <not <<touching (enemies ai 1 v)?> and <not <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n end\n if <<(enemy AI cln) = [2]> and <<touching (enemies ai 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>> then\n set [can be dead? v] to [0]\n replace item (enemy AI cln) of [enemy ai 1 v] with [dead]\n wait until <not <<(enemy AI cln) = [2]> and <<touching (enemies ai 1 v)?> and <<(y position) < [-67.5]> and <(y position) > [-75]>>>>>\n wait (0.3) seconds\n set [can be dead? v] to [1]\n end\n if <<(level) = [6]> and <touching (trampolines 1 v)?>> then\n start sound [Whiz v]\n set [yv v] to [15]\n end\n if <<(level) = [7]> and <touching (trampolines 1 v)?>> then\n start sound [Whiz v]\n set [yv v] to [20]\n end\n if <<(level) = [8]> and <touching (trampolines 1 v)?>> then\n start sound [Whiz v]\n set [yv v] to [20]\n end\n if <<(level) = [10]> and <touching (trampolines 1 v)?>> then\n start sound [Whiz v]\n set [yv v] to [13]\n end\n if <(can move?) = [1]> then\n if <not <touching (water v)?>> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [reset v]\nset [can move? v] to [0]\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n change size by (5)\n change y by (2)\nend\ngo to x: (-232) y: (0)\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n change size by (-7)\nend\nset size to (60) %\nset [can move? v] to [1]\n\ndefine reset\nif <not <(x position) > [220]>> then\n change [deaths v] by (1)\nend\nset [can move? v] to [0]\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n change size by (5)\n change y by (2)\nend\ngo to x: (-232) y: (0)\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n change size by (-7)\nend\nset size to (60) %\nset [can move? v] to [1]\n\nwhen I start as a clone\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [back v]\nset [can move? v] to [1]\nset [mobile friendly? v] to [1]\n\nwhen I receive [next level v]\nset [can be dead? v] to [1]\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n start sound [Splash v]\n wait until <not <touching (water v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(can move?) = [1]> then\n if <(mobile friendly?) = [1]> then\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 (1 v)\n change [xv v] by (0.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (2 v)\n change [xv v] by (-0.9)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [5]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (water v)?> and <(level) = [8]>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-3]\n else\n if <(y position) < [60]> then\n set [yv v] to [1.5]\n end\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n end\n if <<touching (water v)?> and <(level) = [9]>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-3]\n else\n set [yv v] to [1.5]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n end\n if <<touching (water v)?> and <(level) = [10]>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-3]\n else\n set [yv v] to [1.5]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.9)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [5]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (water v)?> and <(level) = [8]>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-3]\n else\n if <(y position) < [60]> then\n set [yv v] to [1.5]\n end\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n end\n if <<touching (water v)?> and <(level) = [9]>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-3]\n else\n set [yv v] to [1.5]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n end\n if <<touching (water v)?> and <(level) = [10]>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-3]\n else\n set [yv v] to [1.5]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [mobile friendly? v] to [1]\n\nwhen I receive [skip v]\nset [skipped? v] to [1]\nreset\n\nwhen I receive [zone-1 end v]\nhide\nset [can be dead? v] to [0]\nset volume to (0) %\n\nwhen I receive [collect load data v]\nset [level v] to (load level)\ngo to x: (load x) y: (load y)\nbroadcast (next level v)\nset [can move? v] to [1]\nset [loaded? v] to [1]\n\n@platforms\n\nwhen flag clicked\nshow\ngo to x: (-16) y: (5)\nforever\n switch costume to (level)\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@level\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-210) y: (145)\npoint in direction (90)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(countdown finished?) = [1]> then\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(countdown finished?) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-3)\n end\n end\n end\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@reset button\n\nwhen flag clicked\nset [resets v] to [0]\nshow\nset size to (100) %\ngo to x: (-133) y: (148)\nforever\n if <(countdown finished?) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(countdown finished?) = [1]> then\n repeat (6)\n change y by (0.5)\n end\n repeat (12)\n change y by (-0.5)\n end\n repeat (6)\n change y by (0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(countdown finished?) = [1]> then\n start sound [Magic Spell v]\n change [resets v] by (1)\n set [mobile friendly? v] to [0]\n set [can be dead? v] to [0]\n broadcast (reset v)\n broadcast (next level v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@save button\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (63) y: (148)\nforever\n if <(countdown finished?) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(countdown finished?) = [1]> then\n repeat (6)\n change y by (0.5)\n end\n repeat (12)\n change y by (-0.5)\n end\n repeat (6)\n change y by (0.5)\n end\n end\nend\n\nwhen this sprite clicked\nif <(countdown finished?) = [1]> then\n start sound [Magic Spell v]\n set [mobile friendly? v] to [0]\n set [can move? v] to [0]\n broadcast (save v)\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@load button\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (161) y: (148)\nforever\n if <(countdown finished?) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(countdown finished?) = [1]> then\n repeat (6)\n change y by (0.5)\n end\n repeat (12)\n change y by (-0.5)\n end\n repeat (6)\n change y by (0.5)\n end\n end\nend\n\nwhen this sprite clicked\nif <(countdown finished?) = [1]> then\n start sound [Magic Spell v]\n set [mobile friendly? v] to [0]\n set [can move? v] to [0]\n broadcast (load v)\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@save\n\nwhen flag clicked\nhide\nshow list [save v]\nset [code v] to []\n\nwhen I receive [save v]\nset [time? v] to [0]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\ndelete all of [save v]\nif <not <(level) = [10]>> then\n add (join [0] (level)) to [save v]\nelse\n add [10] to [save v]\nend\nreplace item (1) of [save v] with (join (save) [ ])\nif < (round ([x position v] of [zone-1 player v])) contains [-]?> then\n replace item (1) of [save v] with (join (save) [1])\n if <(length of (round ([x position v] of [zone-1 player v]))) = [2]> then\n replace item (1) of [save v] with (join (save) (join [00] (letter (2) of (round ([x position v] of [zone-1 player v])))))\n else\n if <(length of (round ([x position v] of [zone-1 player v]))) = [3]> then\n replace item (1) of [save v] with (join (save) (join [0] (join (letter (2) of (round ([x position v] of [zone-1 player v]))) (letter (3) of (round ([x position v] of [zone-1 player v]))))))\n else\n replace item (1) of [save v] with (join (save) (join (letter (2) of (round ([x position v] of [zone-1 player v]))) (join (letter (3) of (round ([x position v] of [zone-1 player v]))) (letter (4) of (round ([x position v] of [zone-1 player v]))))))\n end\n end\nelse\n replace item (1) of [save v] with (join (save) [0])\n if <(length of ([x position v] of [zone-1 player v])) = [1]> then\n replace item (1) of [save v] with (join (save) (join [00] (letter (1) of ([x position v] of [zone-1 player v]))))\n else\n if <(length of (round ([x position v] of [zone-1 player v]))) = [2]> then\n replace item (1) of [save v] with (join (save) (join [0] (join (letter (1) of (round ([x position v] of [zone-1 player v]))) (letter (2) of (round ([x position v] of [zone-1 player v]))))))\n else\n replace item (1) of [save v] with (join (save) (join (letter (1) of (round ([x position v] of [zone-1 player v]))) (join (letter (2) of (round ([x position v] of [zone-1 player v]))) (letter (3) of (round ([x position v] of [zone-1 player v]))))))\n end\n end\nend\nreplace item (1) of [save v] with (join (save) [ ])\nif < ([y position v] of [zone-1 player v]) contains [-]?> then\n replace item (1) of [save v] with (join (save) [1])\n if <(length of ([y position v] of [zone-1 player v])) = [2]> then\n replace item (1) of [save v] with (join (save) (join [00] (letter (2) of ([y position v] of [zone-1 player v]))))\n else\n if <(length of ([y position v] of [zone-1 player v])) = [3]> then\n replace item (1) of [save v] with (join (save) (join [0] (join (letter (2) of ([y position v] of [zone-1 player v])) (letter (3) of ([y position v] of [zone-1 player v])))))\n else\n replace item (1) of [save v] with (join (save) (join (letter (2) of ([y position v] of [zone-1 player v])) (join (letter (3) of ([y position v] of [zone-1 player v])) (letter (4) of ([y position v] of [zone-1 player v])))))\n end\n end\nelse\n replace item (1) of [save v] with (join (save) [0])\n if <(length of ([y position v] of [zone-1 player v])) = [1]> then\n replace item (1) of [save v] with (join (save) (join [00] (letter (1) of ([y position v] of [zone-1 player v]))))\n else\n if <(length of ([y position v] of [zone-1 player v])) = [2]> then\n replace item (1) of [save v] with (join (save) (join [0] (join (letter (1) of ([y position v] of [zone-1 player v])) (letter (2) of ([y position v] of [zone-1 player v])))))\n else\n replace item (1) of [save v] with (join (save) (join (letter (1) of ([y position v] of [zone-1 player v])) (join (letter (2) of ([y position v] of [zone-1 player v])) (letter (3) of ([y position v] of [zone-1 player v])))))\n end\n end\nend\nadd [Triple click the code to copy it.] to [save v]\nadd [Then paste it in a word doc / excel doc / notepad etc.] to [save v]\nadd [Click back to go back.] to [save v]\nhide list [save v]\nset [code v] to (item (1) of [save v])\n\nwhen I receive [back v]\nhide\nshow list [save v]\n\n@back button\n\nwhen flag clicked\nhide\n\nwhen I receive [save v]\nshow\nrepeat (2)\n go to [front v] layer\nend\ngo to x: (183) y: (-149)\nforever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nset [time? v] to [1]\nset [mobile friendly? v] to [0]\nstart sound [Magic Spell v]\nbroadcast (back v)\nhide\n\n@background decorations\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (75) %\nset [ghost v] effect to (40)\nswitch costume to (pick random (1) to (24))\ngo to x: (214) y: (pick random (-85) to (85))\nrepeat until <touching (_edge_ v)?>\n move (-5) steps\n if <(y position) < [21]> then\n turn left (0.2) degrees\n else\n turn right (0.2) degrees\n end\nend\ndelete this clone\n\nwhen I receive [zone-1 end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nset [color v] effect to (80)\nif <(level) = [2]> then\n show\n switch costume to (2 v)\n go to x: (0) y: (-95)\nelse\n if <(level) = [3]> then\n show\n switch costume to (3 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [4]> then\n show\n switch costume to (4 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [5]> then\n show\n switch costume to (5 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [6]> then\n show\n switch costume to (6 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [7]> then\n show\n switch costume to (7 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [8]> then\n show\n switch costume to (8 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [9]> then\n show\n switch costume to (9 v)\n go to x: (0) y: (-95)\n else\n if <(level) = [10]> then\n show\n switch costume to (10 v)\n go to x: (0) y: (-95)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@enemies 1\n\nwhen flag clicked\nhide\nset size to (60) %\ndelete all of [enemy 1 v]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(level) = [3]> then\n set [enemy cln 1 v] to [1]\n create clone of (_myself_ v)\nelse\n if <(level) = [4]> then\n set [enemy cln 1 v] to [2]\n create clone of (_myself_ v)\n else\n if <(level) = [5]> then\n set [enemy cln 1 v] to [3]\n create clone of (_myself_ v)\n else\n if <(level) = [7]> then\n set [enemy cln 1 v] to [4]\n create clone of (_myself_ v)\n else\n if <(level) = [10]> then\n set [enemy cln 1 v] to [5]\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ninsert [alive] at (enemy cln 1) of [enemy 1 v] \nif <(enemy cln 1) = [1]> then\n go to x: (106) y: (-95)\n forever\n switch costume to (1 v)\n repeat (40)\n move (2) steps\n end\n switch costume to (2 v)\n repeat (40)\n move (-2) steps\n end\n end\nelse\n if <(enemy cln 1) = [2]> then\n go to x: (-201) y: (-95)\n forever\n switch costume to (1 v)\n repeat (82)\n move (5) steps\n end\n switch costume to (2 v)\n repeat (82)\n move (-5) steps\n end\n end\n else\n if <(enemy cln 1) = [3]> then\n go to x: (-156) y: (39)\n forever\n switch costume to (1 v)\n repeat (20)\n move (6) steps\n end\n switch costume to (2 v)\n repeat (20)\n move (-6) steps\n end\n end\n else\n if <(enemy cln 1) = [4]> then\n go to x: (134) y: (27)\n forever\n switch costume to (1 v)\n repeat (9)\n move ((70) / (9)) steps\n end\n switch costume to (2 v)\n repeat (9)\n move ((0) - ((70) / (9))) steps\n end\n end\n else\n if <(enemy cln 1) = [5]> then\n set size to (50) %\n go to x: (52) y: (73)\n forever\n switch costume to (1 v)\n repeat (16)\n move ((120) / (16)) steps\n end\n switch costume to (2 v)\n repeat (16)\n move ((0) - ((120) / (16))) steps\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(item (enemy cln 1) of [enemy 1 v]) = [dead]> then\n switch costume to (3 v)\n start sound [Zoop v]\n wait (0.2) seconds\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@enemies 2\n\nwhen flag clicked\nhide\nset size to (60) %\ndelete all of [enemy 2 v]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(level) = [4]> then\n set [enemy cln 2 v] to [1]\n create clone of (_myself_ v)\nelse\n if <(level) = [5]> then\n set [enemy cln 2 v] to [2]\n create clone of (_myself_ v)\n else\n if <(level) = [10]> then\n set [enemy cln 2 v] to [3]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\ninsert [alive] at (enemy cln 2) of [enemy 2 v] \nif <(enemy cln 2) = [1]> then\n go to x: (0) y: (-95)\n forever\n switch costume to (1 v)\n repeat (41)\n move (5) steps\n end\n switch costume to (2 v)\n repeat (82)\n move (-5) steps\n end\n switch costume to (1 v)\n repeat (41)\n move (5) steps\n end\n end\nelse\n if <(enemy cln 2) = [2]> then\n go to x: (190) y: (39)\n forever\n switch costume to (2 v)\n repeat (20)\n move (-6) steps\n end\n switch costume to (1 v)\n repeat (20)\n move (6) steps\n end\n end\n else\n if <(enemy cln 2) = [3]> then\n set size to (50) %\n go to x: (117) y: (2)\n forever\n switch costume to (1 v)\n repeat (10)\n move (9) steps\n end\n switch costume to (1 v)\n repeat (10)\n move (-9) steps\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(item (enemy cln 2) of [enemy 2 v]) = [dead]> then\n switch costume to (3 v)\n start sound [Zoop v]\n wait (0.2) seconds\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@enemies 3\n\nwhen flag clicked\nhide\nset size to (60) %\ndelete all of [enemy 3 v]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(level) = [4]> then\n set [enemy cln 3 v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ninsert [alive] at (enemy cln 3) of [enemy 3 v] \nif <(enemy cln 3) = [1]> then\n go to x: (209) y: (-95)\n forever\n switch costume to (2 v)\n repeat (82)\n move (-5) steps\n end\n switch costume to (1 v)\n repeat (82)\n move (5) steps\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(item (enemy cln 3) of [enemy 3 v]) = [dead]> then\n switch costume to (3 v)\n start sound [Zoop v]\n wait (0.2) seconds\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@trampolines 1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(level) = [6]> then\n show\n go to x: (-181) y: (-96)\n forever\n if <touching (zone-1 player v)?> then\n switch costume to (1 v)\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (zone-1 player v)?>>\n end\n end\nelse\n if <(level) = [7]> then\n show\n go to x: (-170) y: (-96)\n forever\n if <touching (zone-1 player v)?> then\n switch costume to (1 v)\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (zone-1 player v)?>>\n end\n end\n else\n if <(level) = [8]> then\n show\n go to x: (-145) y: (-96)\n forever\n if <touching (zone-1 player v)?> then\n switch costume to (1 v)\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (zone-1 player v)?>>\n end\n end\n else\n if <(level) = [9]> then\n hide\n else\n if <(level) = [10]> then\n show\n go to x: (-197) y: (-96)\n forever\n if <touching (zone-1 player v)?> then\n switch costume to (1 v)\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (zone-1 player v)?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@enemies AI 1\n\ndefine jump (height)\nset [jump v] to (height)\nrepeat (((jump) * (2)) + (1))\n change y by (jump)\n change [jump v] by (-1)\nend\n\nwhen flag clicked\nhide\nset size to (60) %\ndelete all of [enemy ai 1 v]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(level) = [9]> then\n set [enemy ai cln v] to [1]\n create clone of (_myself_ v)\nelse\n if <(level) = [10]> then\n set [enemy ai cln v] to [2]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ninsert [alive] at (enemy AI cln) of [enemy ai 1 v] \nif <(enemy AI cln) = [1]> then\n go to x: (209) y: (-93)\n forever\n if <([x position v] of [zone-1 player v]) < [-28]> then\n if <not <(x position) = [9]>> then\n switch costume to (2 v)\n move (-2.5) steps\n end\n else\n if <(x position) < ([x position v] of [zone-1 player v])> then\n if <not <(x position) = [209]>> then\n switch costume to (1 v)\n move (2.5) steps\n end\n else\n if <<(x position) > ([x position v] of [zone-1 player v])> or <(x position) = ([x position v] of [zone-1 player v])>> then\n if <not <(x position) = [9]>> then\n switch costume to (2 v)\n move (-2.5) steps\n end\n end\n end\n end\n if <<([y position v] of [zone-1 player v]) > [-75]> and <(distance to [zone-1 player v]) < [80]>> then\n set [jump? v] to (pick random (1) to (4))\n if <<(jump?) = [1]> or <<(jump?) = [2]> or <(jump?) = [3]>>> then\n jump [10.5]\n end\n wait until <not <<([y position v] of [zone-1 player v]) > [-75]> and <(distance to [zone-1 player v]) < [80]>>>\n end\n end\nelse\n if <(enemy AI cln) = [2]> then\n go to x: (215) y: (-95)\n forever\n if <(x position) < ([x position v] of [zone-1 player v])> then\n if <not <(x position) = [215]>> then\n switch costume to (1 v)\n move (2.5) steps\n end\n else\n if <<(x position) > ([x position v] of [zone-1 player v])> or <(x position) = ([x position v] of [zone-1 player v])>> then\n if <not <(x position) = [65]>> then\n switch costume to (2 v)\n move (-2.5) steps\n end\n end\n end\n if <<([y position v] of [zone-1 player v]) > [-75]> and <(distance to [zone-1 player v]) < [60]>> then\n set [jump? v] to (pick random (1) to (4))\n if <<(jump?) = [1]> or <<(jump?) = [3]> or <(jump?) = [4]>>> then\n jump [10.5]\n end\n wait until <not <<([y position v] of [zone-1 player v]) > [-75]> and <(distance to [zone-1 player v]) < [60]>>>\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(item (enemy AI cln) of [enemy ai 1 v]) = [dead]> then\n switch costume to (3 v)\n start sound [Zoop v]\n wait (0.2) seconds\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo [backward v] (1) layers\nif <(level) = [8]> then\n show\n switch costume to (8 v)\n go to x: (58.5) y: (20)\nelse\n if <(level) = [9]> then\n show\n switch costume to (9 v)\n go to x: (58.5) y: (20)\n else\n if <(level) = [10]> then\n show\n switch costume to (10 v)\n go to x: (58.5) y: (20)\n end\n end\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@time\n\nwhen flag clicked\nhide\nset [time v] to [0]\nset [time? v] to [1]\nwait (0.1) seconds\nrepeat until <(countdown finished?) = [1]>\n reset timer\nend\nset [time cln v] to [0]\nrepeat (5)\n change [time cln v] by (1)\n create clone of (_myself_ v)\nend\nforever\n if <<<<(time) < [800]> or <(time) = [9..]>> and <<(skipped?) = [0]> and <(loaded?) = [0]>>> and <(time?) = [1]>> then\n if <(length of (timer)) = [5]> then\n set [time v] to (join (letter (1) of (timer)) (join [.] (letter (3) of (timer))))\n else\n if <(length of (timer)) = [6]> then\n set [time v] to (join (letter (1) of (timer)) (join (letter (2) of (timer)) (join [.] (letter (4) of (timer)))))\n else\n if <(length of (timer)) = [7]> then\n set [time v] to (join (letter (1) of (timer)) (join (letter (2) of (timer)) (join (letter (3) of (timer)) (join [.] (letter (5) of (timer))))))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to [front v] layer\nif <(time cln) = [1]> then\n go to x: (-218) y: (-148)\n forever\n if <(length of (time)) = [3]> then\n switch costume to (0 v)\n else\n if <(length of (time)) = [4]> then\n switch costume to (0 v)\n else\n if <(length of (time)) = [5]> then\n switch costume to (letter (1) of (time))\n end\n end\n end\n end\nelse\n if <(time cln) = [2]> then\n go to x: (-193) y: (-148)\n forever\n if <(length of (time)) = [3]> then\n switch costume to (0 v)\n else\n if <(length of (time)) = [4]> then\n switch costume to (letter (1) of (time))\n else\n if <(length of (time)) = [5]> then\n switch costume to (letter (2) of (time))\n end\n end\n end\n end\n else\n if <(time cln) = [3]> then\n go to x: (-168) y: (-148)\n forever\n if <(length of (time)) = [3]> then\n switch costume to (letter (1) of (time))\n else\n if <(length of (time)) = [4]> then\n switch costume to (letter (2) of (time))\n else\n if <(length of (time)) = [5]> then\n switch costume to (letter (3) of (time))\n end\n end\n end\n end\n else\n if <(time cln) = [4]> then\n go to x: (-153) y: (-148)\n switch costume to (. v)\n else\n if <(time cln) = [5]> then\n go to x: (-138) y: (-148)\n forever\n if <(length of (time)) = [3]> then\n switch costume to (letter (3) of (time))\n else\n if <(length of (time)) = [4]> then\n switch costume to (letter (4) of (time))\n else\n if <(length of (time)) = [5]> then\n switch costume to (letter (5) of (time))\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(time) = [800]> or <(skipped?) = [1]>> or <(loaded?) = [1]>> then\n set [color v] effect to (110)\n end\nend\n\nwhen I receive [zone-1 end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@love & fav please\n\nwhen flag clicked\nhide\nwait (10) seconds\nforever\n wait (pick random (14) to (17)) seconds\n show\nend\n\ndefine show\nshow\ngo to x: (253) y: (93)\nrepeat (6)\n move (-10) steps\nend\nwait (3) seconds\nrepeat (6)\n move (10) steps\nend\nhide\n\nwhen I receive [zone-1 end v]\nforever\n hide\nend\n\n@score\n\nwhen flag clicked\nhide\n\nwhen I receive [zone-1 end v]\nshow\nswitch costume to (your score v)\ngo to x: (0) y: (0)\nset [score cln v] to [0]\nrepeat (4)\n change [score cln v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(score cln) = [1]> then\n go to x: (-115) y: (0)\n forever\n if <(length of (score)) = [4]> then\n switch costume to (letter (1) of (score))\n else\n switch costume to (0 v)\n end\n end\nelse\n if <(score cln) = [2]> then\n go to x: (-45) y: (0)\n forever\n if <(length of (score)) = [4]> then\n switch costume to (letter (2) of (score))\n else\n if <(length of (score)) = [3]> then\n switch costume to (letter (1) of (score))\n else\n switch costume to (0 v)\n end\n end\n end\n else\n if <(score cln) = [3]> then\n go to x: (25) y: (0)\n forever\n if <(length of (score)) = [4]> then\n switch costume to (letter (3) of (score))\n else\n if <(length of (score)) = [3]> then\n switch costume to (letter (2) of (score))\n else\n if <(length of (score)) = [2]> then\n switch costume to (letter (1) of (score))\n else\n switch costume to (0 v)\n end\n end\n end\n end\n else\n if <(score cln) = [4]> then\n go to x: (95) y: (0)\n forever\n if <(length of (score)) = [4]> then\n switch costume to (letter (4) of (score))\n else\n if <(length of (score)) = [3]> then\n switch costume to (letter (3) of (score))\n else\n if <(length of (score)) = [2]> then\n switch costume to (letter (2) of (score))\n else\n switch costume to (letter (1) of (score))\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(score cln) = [1]> or <(score cln) = [3]>> then\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (5)\n change y by (1)\n end\n end\n if <<(score cln) = [2]> or <(score cln) = [4]>> then\n repeat (5)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [leaderboard v]\ndelete this clone\n\nwhen I receive [leaderboard v]\nhide\n\n@countdown\n\nwhen flag clicked\nset [countdown finished? v] to [0]\nset volume to (100) %\nset size to (100) %\nrepeat (5)\n set [can move? v] to [0]\nend\nshow\ngo to [front v] layer\nswitch costume to (zone 1 v)\ngo to x: (0) y: (0)\nrepeat ((40) / (0.7))\n change [ghost v] effect by (0.7)\nend\nrepeat (30)\n change [ghost v] effect by (2)\nend\nclear graphic effects\ncount [3]\ncount [2]\ncount [1]\nstart sound [ding v]\ncount [0]\nset [can move? v] to [1]\nset [countdown finished? v] to [1]\n\ndefine count (number)\ngo to x: (0) y: (-15)\nshow\nset size to (10) %\nswitch costume to (number)\nset [vel v] to [0]\nrepeat (15)\n change [vel v] by (1)\n change size by (vel)\nend\nif <not <(number) = [0]>> then\n start sound [sfx_menu_move2 v]\nend\nrepeat (7)\n change [vel v] by (-1)\n change size by (vel)\nend\nwait (0.5) seconds\nrepeat (13)\n change [vel v] by (-1)\n change size by (vel)\nend\nhide\n\n@skip button\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-35) y: (148)\nforever\n if <(countdown finished?) = [1]> then\n if <not <(level) = [10]>> then\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(countdown finished?) = [1]> then\n repeat (6)\n change y by (0.5)\n end\n repeat (12)\n change y by (-0.5)\n end\n repeat (6)\n change y by (0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(level) = [10]>> then\n if <(countdown finished?) = [1]> then\n start sound [Magic Spell v]\n set [mobile friendly? v] to [0]\n set [can be dead? v] to [0]\n change [level v] by (1)\n broadcast (skip v)\n broadcast (next level v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I receive [zone-1 end v]\nhide\n\n@uc\n\nwhen I receive [ultimate challenge success! v]\nshow\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (20) %\nswitch costume to (1 v)\nrepeat (10)\n change size by (8)\n turn right (36) degrees\nend\nwait (0.5) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1.2) seconds\nnext costume\nwait (2) seconds\nrepeat (10)\n change size by (-8)\n turn left (36) degrees\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@leaderboard\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(countdown finished?) = [1]> then\n repeat (6)\n change y by (0.5)\n end\n repeat (12)\n change y by (-0.5)\n end\n repeat (6)\n change y by (0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Magic Spell v]\n broadcast (leaderboard v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [zone-1 end v]\nshow\nset size to (100) %\nswitch costume to (leaderboard v)\ngo to x: (0) y: (-125)\nforever\n if <(countdown finished?) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [zone-1 end v]\nif <(deaths) > [20]> then\n set [deaths v] to [20]\nend\nset [final-deaths v] to (deaths)\nif <(resets) > [10]> then\n set [resets v] to [10]\nend\nset [time v] to (round (time))\nif <<(skipped?) = [1]> or <(loaded?) = [1]>> then\n set [score v] to ((((80) - ((deaths) * (4))) + (((20) - ((resets) * (2))) + ((800) - (time)))) + ((uc?) * (600)))\nelse\n set [score v] to [0]\nend\nif <(score) > (☁ best score)> then\n set [☁ best score v] to (score)\nend\nforever\n set [deaths v] to (final-deaths)\n if <<(skipped?) = [1]> or <(loaded?) = [1]>> then\n set [score v] to ((((80) - ((deaths) * (4))) + (((20) - ((resets) * (2))) + ((800) - (time)))) + ((uc?) * (600)))\n else\n set [score v] to [0]\n end\nend\n\nwhen I receive [leaderboard v]\n\nset [1-1 encoded v] to []\nwrite (☁ 1-1) to encoded 1\n\ndefine write (val) to encoded 1\nset [letter # v] to [0]\nrepeat (length of (val))\n set [1-1 encoded v] to (join (1-1 encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [1-1 encoded v] to (join (1-1 encoded) [00])\n\ndefine write (val) to encoded 2\n\ndefine write (val) to encoded 3\n\ndefine write (val) to encoded 4\n\ndefine write (val) to encoded 5\n\nset [2-1 encoded v] to []\nwrite (☁ 2-1) to encoded 1\n\nset [3-1 encoded v] to []\nwrite (☁ 3-1) to encoded 1\n\nset [4-1 encoded v] to []\nwrite (☁ 4-1) to encoded 1\n\nset [5-1 encoded v] to []\nwrite (☁ 5-1) to encoded 1\n\ndefine begin decode of (encoded) 1\nset [1-1 encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value=read from encoded 1\nset [1-1 value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (1-1 encoded)) (letter ((letter #) + (1)) of (1-1 encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [1-1 value v] to (join (1-1 value) (item (idx) of [code v]))\nend\n\nbegin decode of (1-1 encoded) 1\nvalue=read from encoded 1\n\n@love, favourite, follow decorations\n\nwhen flag clicked\nhide\n\nwhen I receive [zone-1 end v]\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nset size to (110) %\ngo to x: (pick random (-210) to (210)) y: (160)\nrepeat until <touching (_edge_ v)?>\n change y by (pick random (-5) to (-8))\nend\ndelete this clone\n\nwhen I receive [leaderboard v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Please click the green flag a few times to reduce lag.\n(I think this is because the player has 1000+ blocks :3)\nFull screen recommended.\n100% mobile-friendly.\nThis is just a platformer engine (new style) I want to try and put in my Pokemon Deluxe game. This has only 10 levels, but there are spikes, trampolines, fixed-moving enemies (stomp on them to destroy them), enemy ai (they chase after you, you can also stomp on them to defeat them), water, reset, skip, save, load buttons etc. (A bit too hard :P)\nUltimate challenge: Try to pass level 4 but not destroying them. (You can replay levels at the ending page.) (Difficulty: 97% nearly impossible)\nScore: 800-time+20-resets x2+80-deaths x 4 (+600 if you completed the ultimate challenge) (If your score is <0, then your score is 0.) (And the maximum score is 1500)\nIf you cannot pass a level, you can consider skipping it, but your score will be 0, too.\nLoading will also make the score 0.\nAlso, this project is for you to remix or backpack the scripts, but please give credit. Thanks! (more information in the project, so click "see inside")\nI spent much time on this, so I hope you like it :)\n***Please do not copy this engine without credit***\n#games #all #platformer #engine #level #save #load #play #pause #wall-jump #trampoline #enemy #water\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n Trending log\n28/08/2020: #42 on trending games!\n29/08/2020: #42 on trending games!\n #44 on trending games!\n30/08/2020: #42 on trending games!\n #43 on trending games!\n05/09/2020: #74 on trending games!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n Credits\n@MJM3 for the countdown.\n@Mae-the-kawii-pug for the water script.\n@Griffpatch for part of the leaderboard script.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n Scratchers with 500+ followers who loved/ favorited\nLoved: @Chr_Avila_07663 (1K+)\nFavorited: @Chr_Avila_07663 (1K+)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThings I'll finish in Platformer engine v2.0-v3.0\n-play/ pause buttons\n-music on/ off buttons\n-menu\n-randomly falling spikes\n-fixed falling spikes\n-collect coins\n-grow bigger + grow smaller potions\n-shoot rays\n-enemies (must be shot to die)\n-orbs\n-randomly moving platforms\n-jumping enemies\n-volume slider (finished in Pokemon Deluxe already)\n(Maybe I'll also add those in Pokemon Deluxe)
Reshaped - A Mobile Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [12]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (hehe v)\nset [level v] to [1]\nswitch costume to (hehe v)\ngo to x: (-175) 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 change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (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) > [225]> then\n go to x: (-175) 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)?> or <touching (lava v)?>> 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@Lava\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 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@Words\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [next v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game over v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
---------------------------------------------------------------------------------\nWelcome to Reshaped!\n---------------------------------------------------------------------------------\nArrow keys, WASD, or mobile controls to move.\nInstead of the usual cube-avoids-spike-and-walljumps-on-line, I decided to make this a little different: spike-avoids-cube-and-walljumps-on-circles.\nI know it's still pretty basic, nothing that special to it, but at least the fact that everything is reshaped makes it more unique than it would've been.\n---------------------------------------------------------------------------------\nThank you for taking the time to check this out!! <3\nHave an awesome day!!\nLove,\nTropicalCoder13\n---------------------------------------------------------------------------------
✦ Icy Valley || A Platformer ✦
@Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\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 (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [play !!! v]\nstop all sounds\nforever\n play sound [MountainSiffle2 v] until done\nend\n\nwhen I receive [play !!! v]\nswitch backdrop to (mountain v)\n\nwhen I receive [play !!! v]\nshow\ngo to [front v] layer\nset size to (75) %\nglide (0.25) secs to x: (-200) y: (0)\nset [ma variable 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) > [0]>>>> then\n point in direction (90)\n change [ma variable v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n point in direction (-90)\n change [ma variable v] by (-1)\n end\n set [ma variable v] to ((ma variable) * (0.9))\n change x by (ma variable)\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 ((ma variable) * (-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)>>>> then\n if <(ma variable) > [0]> then\n set [ma variable v] to [-5]\n else\n set [ma variable 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?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [ma variable 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 💀\n end\n if <touching (spikes v)?> then\n 💀\n end\n if <touching (dangers v)?> then\n 💀\n end\n if <touching (sprouïck v)?> then\n 💀\n end\n if <touching (bounces v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen I receive [change v]\n\nwhen I receive [change v]\nnext costume\n\nwhen I receive [play !!! v]\nwait until <([costume # v] of [level v]) = [17]>\nstop [other scripts in sprite v]\nswitch backdrop to (end v)\nglide (0.2) secs to x: (0) y: (0)\npoint in direction (90)\nstop all sounds\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\ndefine 💀\nset [ma variable v] to [0]\nset [yv v] to [0]\nstart sound [Crunch v]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\n change size by (.2)\n change [brightness v] effect by (8)\nend\nset size to (15) %\nclear graphic effects\ngo to x: (-200) y: (0)\nset size to (75) %\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\ngo to [front v] layer\nshow\n\nwhen I receive [new v]\nnext costume\n\nif <(costume [number v]) = [17]> then\n broadcast (END + v)\nend\n\nwhen I receive [end v]\nswitch costume to (t18 v)\nstop [other scripts in sprite v]\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [8]>\nbroadcast (skip 1 v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [9]>\nbroadcast (skip 1 v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [9]>\nswitch backdrop to (cave v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [10]>\nbroadcast (skip 1 v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [12]>\nswitch backdrop to (cavend v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [13]>\nswitch backdrop to (mountain pics v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [13]>\nbroadcast (skip 1 v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [16]>\nswitch backdrop to (mountain pics2 v)\n\nwhen flag clicked\n\nwait until <(costume [number v]) = [17]>\nbroadcast (end v)\n\nwhen I receive [💀 v]\n\n@Sprite2\n\nwhen I receive [intro3 v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (45) to (90))\nset size to (pick random (40) to (70)) %\ngo to x: (240) y: (pick random (-180) to (180))\nglide (pick random (1) to (3)) secs to x: (-240) y: (pick random (-180) to (180))\ndelete this clone\n\nwhen flag clicked\nhide\n\n@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@change\n\nwhen flag clicked\nswitch costume to (1 v)\nset size to (160) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (change v)\n\nwhen I receive [play !!! v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\n@play\n\nwhen flag clicked\nset size to (150) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\nset rotation style [all around v]\nforever\n repeat (10)\n turn right (1) degrees\n change size by (1)\n end\n repeat (10)\n turn left (1) degrees\n end\n wait (1) seconds\n repeat (10)\n turn left (1) degrees\n change size by (-1)\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen I receive [intro3 v]\nrepeat until <(backdrop [number v]) = [3]>\n play sound [... v] until done\nend\n\nwhen this sprite clicked\nbroadcast (PLAY !!! v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\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]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n switch costume to (1 v)\n change [color v] effect by (0.5)\n else\n switch costume to (2 v)\n go to [front v] layer\n end\nend\n\nwhen I receive [play !!! v]\nwait until <([costume # v] of [level v]) = [17]>\nset size to (2) %\nhide\n\n@FAVE DETECT\n\nwhen flag clicked\nwait until <(fav) = [1]>\nbroadcast (FAVE v)\n\nif <[3] < (timer)> then\n\nrepeat (10)\n\nwhen flag clicked\nwait until <(timer) > [5]>\nforever\n set [fav v] to <touching (mouse-pointer v)?>\nend\n\n@LOVE DETECT\n\nwhen flag clicked\nwait until <(timer) > [5]>\nforever\n set [love? v] to <touching (mouse-pointer v)?>\nend\n\nwhen flag clicked\nwait until <(love?) = [1]>\nbroadcast (LOVE v)\n\n@Mess\n\nwhen flag clicked\nhide\nwait (40) seconds\nswitch costume to (mess cool v)\nT2\n\ndefine T1\nclear graphic effects\nset [color v] effect to (200)\nset [ghost v] effect to (200)\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [color v] effect by (-8)\n change [ghost v] effect by (-8)\nend\nwait (0.5) seconds\nhide\n\nwhen I receive [love v]\nswitch costume to (love cool v)\nT2\n\nwhen I receive [fave v]\nswitch costume to (fave cool v)\nT2\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nreset timer\n\ndefine T2\nclear graphic effects\nset [ghost v] effect to (200)\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [ghost v] effect by (-8)\nend\nwait (2.5) seconds\nrepeat (25)\n change [ghost v] effect by (8)\nend\nhide\n\nwhen I receive [💀 v]\n\nif <(ALERT) = [1]> then\n switch costume to (oops not cool v)\n T3\nelse\n hide\nend\n\ndefine T3\nclear graphic effects\nset [ghost v] effect to (200)\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [ghost v] effect by (-8)\nend\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (8)\nend\nhide\n\nT2\n\nwhen I receive [new v]\n\nif <(ALERT) = [1]> then\n switch costume to (next cool v)\n T1\nelse\n hide\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Bounces\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play !!! v]\nshow\nforever\n go to [back v] layer\nend\n\n@Dangers\n\nwhen I receive [play !!! v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (-120)\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [play !!! v]\nforever\n set rotation style [all around v]\n turn right (3) degrees\nend\n\n@Sprite1\n\nwhen flag clicked\nchange [ghost v] effect by (500)\nforever\n go to [front v] layer\nend\n\n
☃︎☃︎☃︎☃︎☃︎✦ Icy Valley || A Platformer ✦☃︎☃︎☃︎☃︎☃︎\n\nPlease ❤️, ⭐️, Comment, Remix & Follow For More ☻ :)\n\n--- Instuctions ---\n\n✭ Use the arrows, WASD or Mobile to advance or jump !\n✭ Don't touch the spikes or dangers !\n✭ Win and have fun ;) ! [ 16 LEVELS ]\n✭ "S" to skip the level ;) 100% POSSIBLE !\n\n--- Making Off, Credits & Tags ---\n\n✭ ≈ 3 days of Work !\n✭ ❤️ & ⭐️ Detector by @TimMcCool\n✭ Particule by @rolibdan32\n✭ Music : Time Lapse by TheFatRat\n✭ Tags : #SuperCookii #Platformer #French \n✭ ✘⨂✘⨂✘ AD = Delete ✘⨂✘⨂✘\n\n--- Achievements ---\n\n✭ 1st Of The French Trending ✅\n✭ 1k View ✅\n✭ 250 Loves ✅\n✭ 10 Remix ✅\n✭ 2,5k View ✅
BLM, PLATFORMER
@Stage\n\nwhen flag clicked\n\nswitch backdrop to (backdrop1 v)\n\n@Player\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\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 flag clicked\nswitch costume to (player 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 switch costume to (player v)\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (player3 v)\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> and <(dead?) = [0]>> then\n Spin off screen\n end\nend\n\nwhen flag clicked\nforever\n set [direction v] to (direction)\nend\n\nwhen flag clicked\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 flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\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 flag clicked\nshow\n\n@ground\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (end of game v)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@TEXT\n\nwhen flag clicked\nshow\nswitch costume to (costume17 v)\n\nwhen I receive [next level v]\nnext costume\n\n@THUMBNAIL\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n play sound [Post Malone - Circles \(Official Lofi Remix\) v] until done\nend\n\n
RESHARED FOR BUG FIXES\n\nNEW PLATFORMER OUT NOW\nhttps://scratch.mit.edu/projects/432033182/\n\nPls, Recommend this project to be featured! https://scratch.mit.edu/studios/4228481/comments\n\n\nBLACK LIVES MATTER!\n\n-Arrow Keys, WASD, or Touch to move.\n-R to reset \n-10 Levels\n-Read the captions to learn something \n-Im up for conversations in the comments :)
Fire vs Ice - A Platformer
@Stage\n\nwhen I receive [fire ! v]\nswitch backdrop to (fire v)\n\nwhen I receive [ice ! v]\nswitch backdrop to (ice v)\n\nwhen flag clicked\nswitch backdrop to (choose v)\n\nwhen flag clicked\nstart sound [\[Happy Hardcore\] - nanobii - Rainbow Road \[Monstercat Release\] v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Fire \n\nwhen I start as a clone\nswitch costume to (player2 v)\nset [ghost v] effect to (0)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Platformer Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#ec0000)?> then\n change y by (1)\n if <touching color (#ec0000)?> then\n change y by (1)\n if <touching color (#ec0000)?> then\n change y by (1)\n if <touching color (#ec0000)?> then\n change y by (1)\n if <touching color (#ec0000)?> then\n change y by (1)\n if <touching color (#ec0000)?> 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 [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching color (#ec0000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#ec0000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [217]> then\n change [level v] by (1)\n go to x: (XS) y: (YS)\nend\nif <touching color (#363636)?> then\n go to x: (XS) y: (YS)\nend\nif <touching (trampo fire v)?> then\n set [y v] to [13]\nend\nif <touching color (#46b5ff)?> then\n go to x: (XS) y: (YS)\nend\n\nwhen I receive [fire ! v]\nshow\npoint in direction (90)\nset [xs v] to [-179]\nset [ys v] to [-56]\ngo to x: (XS) y: (YS)\nset [x v] to [0]\nset [y v] to [0]\ngo to (random position v)\nforever\n Platformer Engine\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [fire ! v]\ngo to x: (XS) y: (YS)\n\n@Ice\n\nwhen I start as a clone\nswitch costume to (player2 v)\nset [ghost v] effect to (0)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Platformer Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#25beff)?> then\n change y by (1)\n if <touching color (#25beff)?> then\n change y by (1)\n if <touching color (#25beff)?> then\n change y by (1)\n if <touching color (#25beff)?> then\n change y by (1)\n if <touching color (#25beff)?> then\n change y by (1)\n if <touching color (#25beff)?> 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 [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching color (#25beff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#25beff)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [217]> then\n change [level v] by (1)\n go to x: (XS) y: (YS)\nend\nif <<touching color (#00a5ff)?> or <touching color (#0085cd)?>> then\n go to x: (XS) y: (YS)\nend\nif <touching (trampo ice v)?> then\n set [y v] to [13]\nend\nif <touching color (#ff002b)?> then\n go to x: (XS) y: (YS)\nend\n\nwhen I receive [ice ! v]\nshow\npoint in direction (90)\nset [xs v] to [-179]\nset [ys v] to [-56]\ngo to x: (XS) y: (YS)\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer Engine\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Ground\n\nwhen I receive [fire ! v]\nswitch costume to (fire v)\n\nwhen I receive [ice ! v]\nswitch costume to (ice v)\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [Choose]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <([backdrop name v] of [_stage_ v]) = [Choose]>> then\n show\n end\nend\n\n@Fire X\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Fire ! v)\nhide\n\nwhen I receive [ice ! v]\nhide\n\n@Ice X\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Ice ! v)\nhide\n\nwhen I receive [fire ! v]\nhide\n\n@spikes ice\n\nwhen I receive [ice ! v]\nswitch costume to (level v)\nshow\n\nwhen flag clicked\nswitch costume to (level v)\n\nwhen I receive [ice ! v]\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Trampo ice\n\nwhen I receive [ice ! v]\nshow\n\nwhen I receive [ice ! v]\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Baddy\n\nwhen flag clicked\nhide\n\nwhen I receive [ice ! v]\nforever\n if <not <([costume name v] of [spikes ice v]) = [Level 1 12]>> then\n hide\n end\nend\n\nwhen I receive [ice ! v]\ngo to x: (-81) y: (56)\nforever\n switch costume to (player v)\n if <([costume name v] of [spikes ice v]) = [Level 1 12]> then\n show\n end\nend\n\nwhen I receive [fire ! v]\ngo to x: (-81) y: (56)\nforever\n switch costume to (player2 v)\n if <([costume name v] of [spikes fire v]) = [Level 1 12]> then\n show\n end\nend\n\nwhen I receive [fire ! v]\nforever\n if <not <([costume name v] of [spikes fire v]) = [Level 1 12]>> then\n hide\n end\nend\n\n@spikes fire\n\nwhen I receive [fire ! v]\nswitch costume to (level v)\nshow\n\nwhen flag clicked\nswitch costume to (level v)\n\nwhen I receive [fire ! v]\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Trampo Fire\n\nwhen I receive [fire ! v]\nshow\n\nwhen I receive [fire ! v]\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n
Hit the Green Flag 3 Times for less lag.\n___________________________________________\nWelcome to Fire vs Ice ! You are in a battle between Fire and Ice, You have to go thru obstacles, than you will have to face your Opponent and Win\n___________________________________________\n\nInstructions \nUse Arrow keys or WASD\nDon't Touch Spikes\nTrampolines are Yellow and Bouncy\nIf you Enjoyed Playing, then you can Love, Fav and Follow at @2098324d
Basic online platformer / オンラインアクションの基本
@Stage\n\n@Online\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nif <(username) = []> then\n stop [all v]\nend\nset [my number v] to [0]\nif <(☁ Online_1P) = [0]> then\n set [my number v] to [1]\n broadcast (Game Start v)\nelse\n if <(☁ Online_2P) = [0]> then\n set [my number v] to [2]\n broadcast (Game Start v)\n else\n if <(☁ Online_3P) = [0]> then\n set [my number v] to [3]\n broadcast (Game Start v)\n else\n if <(☁ Online_4P) = [0]> then\n set [my number v] to [4]\n broadcast (Game Start v)\n else\n if <(☁ Online_5P) = [0]> then\n set [my number v] to [5]\n broadcast (Game Start v)\n else\n if <(☁ Online_6P) = [0]> then\n set [my number v] to [6]\n broadcast (Game Start v)\n else\n if <(☁ Online_7P) = [0]> then\n set [my number v] to [7]\n broadcast (Game Start v)\n else\n if <(☁ Online_8P) = [0]> then\n set [my number v] to [8]\n broadcast (Game Start v)\n else\n if <(☁ Online_9P) = [0]> then\n set [my number v] to [9]\n broadcast (Game Start v)\n else\n if <(☁ Online_10P) = [0]> then\n set [my number v] to [10]\n broadcast (Game Start v)\n else\n say [人数がいっぱいです!] for (4) seconds\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nhide\nforever\n set [☁ online_1p v] to [0]\n set [☁ online_2p v] to [0]\n set [☁ online_3p v] to [0]\n set [☁ online_4p v] to [0]\n set [☁ online_5p v] to [0]\n set [☁ online_6p v] to [0]\n set [☁ online_7p v] to [0]\n set [☁ online_8p v] to [0]\n set [☁ online_9p v] to [0]\n set [☁ online_10p v] to [0]\n wait (12) seconds\nend\n\n@Chat\n\nwhen flag clicked\ndelete all of [chat v]\nadd [こんにちは!] to [chat v]\nadd [さようなら!] to [chat v]\nadd [よろしくね!] to [chat v]\nadd [ナイス!] to [chat v]\nadd [すごい!] to [chat v]\nadd [たまげた!] to [chat v]\nadd [やったー!] to [chat v]\nadd [エーッ!] to [chat v]\nadd [わかった!] to [chat v]\nset [chat v] to [0]\nforever\n if <key (0 v) pressed?> then\n set [chat v] to [0]\n end\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n end\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n end\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n end\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n end\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n end\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n end\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n end\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n end\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n end\nend\n\n@Char_user_name\n\nwhen flag clicked\ndelete all of [char v]\nset [char v] to [abcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ-_]\nset [j v] to [0]\nrepeat (length of (Char))\n change [j v] by (1)\n add (letter (j) of (Char)) to [char v]\nend\nset [user_name v] to []\nset [i v] to [1]\nrepeat (length of (username))\n set [user_name v] to (join (User_name) ((item # of (letter (i) of (username)) in [char v]) + (10)))\n change [i v] by (1)\nend\nforever\n broadcast (1Name v) and wait\n broadcast (2Name v) and wait\n broadcast (3Name v) and wait\n broadcast (4Name v) and wait\n broadcast (5Name v) and wait\n broadcast (6Name v) and wait\n broadcast (7Name v) and wait\n broadcast (8Name v) and wait\n broadcast (9Name v) and wait\n broadcast (10Name v) and wait\n wait (4) seconds\nend\n\nwhen I receive [2name v]\nset [k v] to [17]\nset [get_user2_name v] to []\nrepeat (30)\n set [get_user2_name v] to (join (Get_User2_Name) (item ((join (letter ((k) - (1)) of (☁ Online_2P)) (letter (k) of (☁ Online_2P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [1name v]\nset [k v] to [17]\nset [get_user1_name v] to []\nrepeat (30)\n set [get_user1_name v] to (join (Get_User1_Name) (item ((join (letter ((k) - (1)) of (☁ Online_1P)) (letter (k) of (☁ Online_1P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [3name v]\nset [k v] to [17]\nset [get_user3_name v] to []\nrepeat (30)\n set [get_user3_name v] to (join (Get_User3_Name) (item ((join (letter ((k) - (1)) of (☁ Online_3P)) (letter (k) of (☁ Online_3P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [4name v]\nset [k v] to [17]\nset [get_user4_name v] to []\nrepeat (30)\n set [get_user4_name v] to (join (Get_User4_Name) (item ((join (letter ((k) - (1)) of (☁ Online_4P)) (letter (k) of (☁ Online_4P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [5name v]\nset [k v] to [17]\nset [get_user5_name v] to []\nrepeat (30)\n set [get_user5_name v] to (join (Get_User5_Name) (item ((join (letter ((k) - (1)) of (☁ Online_5P)) (letter (k) of (☁ Online_5P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [6name v]\nset [k v] to [17]\nset [get_user6_name v] to []\nrepeat (30)\n set [get_user6_name v] to (join (Get_User6_Name) (item ((join (letter ((k) - (1)) of (☁ Online_6P)) (letter (k) of (☁ Online_6P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [7name v]\nset [k v] to [17]\nset [get_user7_name v] to []\nrepeat (30)\n set [get_user7_name v] to (join (Get_User7_Name) (item ((join (letter ((k) - (1)) of (☁ Online_7P)) (letter (k) of (☁ Online_7P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [8name v]\nset [k v] to [17]\nset [get_user8_name v] to []\nrepeat (30)\n set [get_user8_name v] to (join (Get_User8_Name) (item ((join (letter ((k) - (1)) of (☁ Online_8P)) (letter (k) of (☁ Online_8P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [9name v]\nset [k v] to [17]\nset [get_user9_name v] to []\nrepeat (30)\n set [get_user9_name v] to (join (Get_User9_Name) (item ((join (letter ((k) - (1)) of (☁ Online_9P)) (letter (k) of (☁ Online_9P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\nwhen I receive [10name v]\nset [k v] to [17]\nset [get_user10_name v] to []\nrepeat (30)\n set [get_user10_name v] to (join (Get_User10_Name) (item ((join (letter ((k) - (1)) of (☁ Online_10P)) (letter (k) of (☁ Online_10P))) - (10)) of [char v]))\n change [k v] by (2)\nend\n\n@マップ\n\nwhen I receive [game start v]\nswitch costume to (dot v)\nset size to (150) %\nswitch costume to (map v)\ngo to x: (0) y: (0)\nset [gravity v] to [0]\nset [xspeed v] to [0]\nforever\n change [gravity v] by (-1)\n change y by ((0) - (Gravity))\n if <touching ((join (My number) [P]) v)?> then\n change y by (Gravity)\n set [gravity v] to [0]\n if <touching ((join (My number) [P]) v)?> then\n change y by (-1)\n if <touching ((join (My number) [P]) v)?> then\n change y by (-1)\n if <touching ((join (My number) [P]) v)?> then\n change y by (-1)\n if <touching ((join (My number) [P]) v)?> then\n change y by (-1)\n if <touching ((join (My number) [P]) v)?> then\n if <([abs v] of (Xspeed) ) = (Xspeed)> then\n set [xspeed v] to [-10]\n else\n set [xspeed v] to [10]\n end\n end\n if <touching ((join (My number) [P]) v)?> then\n change y by (4)\n end\n end\n end\n end\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> and <touching ((join (My number) [P]) v)?>> then\n set [gravity v] to [14]\n end\n change y by (-1)\n end\n change x by (Xspeed)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n change [xspeed v] by (1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n change [xspeed v] by (-1)\n end\n set [xspeed v] to ((Xspeed) * (0.89))\n set [map_x v] to (round ((x position) * (-1)))\n set [map_y v] to (round ((y position) * (-1)))\nend\n\n@1P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [1]> then\n set [☁ online_1p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_1P)) (join (letter (2) of (☁ Online_1P)) (join (letter (3) of (☁ Online_1P)) (letter (4) of (☁ Online_1P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_1P)) (join (letter (6) of (☁ Online_1P)) (join (letter (7) of (☁ Online_1P)) (letter (8) of (☁ Online_1P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_1P)) (letter (10) of (☁ Online_1P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_1P)) (join (letter (12) of (☁ Online_1P)) (letter (13) of (☁ Online_1P)))) - (360))\n say (join (Get_User1_Name) (join [] (item ((join (letter (14) of (☁ Online_1P)) (letter (15) of (☁ Online_1P))) - (10)) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_1P)> then\n show\n else\n hide\n end\nend\n\n@2P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [2]> then\n set [☁ online_2p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_2P)) (join (letter (2) of (☁ Online_2P)) (join (letter (3) of (☁ Online_2P)) (letter (4) of (☁ Online_2P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_2P)) (join (letter (6) of (☁ Online_2P)) (join (letter (7) of (☁ Online_2P)) (letter (8) of (☁ Online_2P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_2P)) (letter (10) of (☁ Online_2P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_2P)) (join (letter (12) of (☁ Online_2P)) (letter (13) of (☁ Online_2P)))) - (360))\n say (join (Get_User2_Name) (join [] (item ((join (letter (14) of (☁ Online_2P)) (letter (15) of (☁ Online_2P))) - (10)) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_2P)> then\n show\n else\n hide\n end\nend\n\n@3P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [3]> then\n set [☁ online_3p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_3P)) (join (letter (2) of (☁ Online_3P)) (join (letter (3) of (☁ Online_3P)) (letter (4) of (☁ Online_3P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_3P)) (join (letter (6) of (☁ Online_3P)) (join (letter (7) of (☁ Online_3P)) (letter (8) of (☁ Online_3P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_3P)) (letter (10) of (☁ Online_3P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_3P)) (join (letter (12) of (☁ Online_3P)) (letter (13) of (☁ Online_3P)))) - (360))\n say (join (Get_User3_Name) (join [] (item ((join (letter (14) of (☁ Online_3P)) (letter (15) of (☁ Online_3P))) - (10)) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_3P)> then\n show\n else\n hide\n end\nend\n\n@4P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [4]> then\n set [☁ online_4p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_4P)) (join (letter (2) of (☁ Online_4P)) (join (letter (3) of (☁ Online_4P)) (letter (4) of (☁ Online_4P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_4P)) (join (letter (6) of (☁ Online_4P)) (join (letter (7) of (☁ Online_4P)) (letter (8) of (☁ Online_4P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_4P)) (letter (10) of (☁ Online_4P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_4P)) (join (letter (12) of (☁ Online_4P)) (letter (13) of (☁ Online_4P)))) - (360))\n say (join (Get_User4_Name) (join [] (item ((join (letter (14) of (☁ Online_4P)) (letter (15) of (☁ Online_4P))) - (10)) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_4P)> then\n show\n else\n hide\n end\nend\n\n@5P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\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\n if <(My number) = [5]> then\n set [☁ online_5p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_5P)) (join (letter (2) of (☁ Online_5P)) (join (letter (3) of (☁ Online_5P)) (letter (4) of (☁ Online_5P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_5P)) (join (letter (6) of (☁ Online_5P)) (join (letter (7) of (☁ Online_5P)) (letter (8) of (☁ Online_5P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_5P)) (letter (10) of (☁ Online_5P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_5P)) (join (letter (12) of (☁ Online_5P)) (letter (13) of (☁ Online_5P)))) - (360))\n say (join (Get_User5_Name) (join [] (item ((join (letter (14) of (☁ Online_5P)) (letter (15) of (☁ Online_5P))) - (10)) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_5P)> then\n show\n else\n hide\n end\nend\n\n@6P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [6]> then\n set [☁ online_6p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_6P)) (join (letter (2) of (☁ Online_6P)) (join (letter (3) of (☁ Online_6P)) (letter (4) of (☁ Online_6P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_6P)) (join (letter (6) of (☁ Online_6P)) (join (letter (7) of (☁ Online_6P)) (letter (8) of (☁ Online_6P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_6P)) (letter (10) of (☁ Online_6P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_6P)) (join (letter (12) of (☁ Online_6P)) (letter (13) of (☁ Online_6P)))) - (360))\n say (join (Get_User6_Name) (join [] (item ((join (letter (14) of (☁ Online_6P)) (letter (15) of (☁ Online_6P))) - (10)) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_6P)> then\n show\n else\n hide\n end\nend\n\n@7P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [7]> then\n set [☁ online_7p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_7P)) (join (letter (2) of (☁ Online_7P)) (join (letter (3) of (☁ Online_7P)) (letter (4) of (☁ Online_7P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_7P)) (join (letter (6) of (☁ Online_7P)) (join (letter (7) of (☁ Online_7P)) (letter (8) of (☁ Online_7P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_7P)) (letter (10) of (☁ Online_7P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_7P)) (join (letter (12) of (☁ Online_7P)) (letter (13) of (☁ Online_7P)))) - (360))\n say (join (Get_User7_Name) (join (join (letter (14) of (☁ Online_7P)) (letter (15) of (☁ Online_7P))) (item (1) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_7P)> then\n show\n else\n hide\n end\nend\n\n@8P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [8]> then\n set [☁ online_8p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_8P)) (join (letter (2) of (☁ Online_8P)) (join (letter (3) of (☁ Online_8P)) (letter (4) of (☁ Online_8P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_8P)) (join (letter (6) of (☁ Online_8P)) (join (letter (7) of (☁ Online_8P)) (letter (8) of (☁ Online_8P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_8P)) (letter (10) of (☁ Online_8P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_8P)) (join (letter (12) of (☁ Online_8P)) (letter (13) of (☁ Online_8P)))) - (360))\n say (join (Get_User8_Name) (join [] (item (join (letter (14) of (☁ Online_8P)) (letter (15) of (☁ Online_8P))) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_8P)> then\n show\n else\n hide\n end\nend\n\n@9P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (-90)\n end\n if <(My number) = [9]> then\n set [☁ online_9p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_9P)) (join (letter (2) of (☁ Online_9P)) (join (letter (3) of (☁ Online_9P)) (letter (4) of (☁ Online_9P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_9P)) (join (letter (6) of (☁ Online_9P)) (join (letter (7) of (☁ Online_9P)) (letter (8) of (☁ Online_9P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_9P)) (letter (10) of (☁ Online_9P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_9P)) (join (letter (12) of (☁ Online_9P)) (letter (13) of (☁ Online_9P)))) - (360))\n say (join (Get_User9_Name) (join [] (item (join (letter (14) of (☁ Online_9P)) (letter (15) of (☁ Online_9P))) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_9P)> then\n show\n else\n hide\n end\nend\n\n@10P\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n switch costume to (正面 v)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-60]>>>> then\n point in direction (90)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[60] < (mouse x)>>>> then\n point in direction (-90)\n end\n if <(My number) = [10]> then\n set [☁ online_10p v] to (join ((Map_x) + (5000)) (join ((Map_y) + (5000)) (join ((costume [number v]) + (10)) (join ((round (direction)) + (360)) (join ((Chat) + (10)) (User_name))))))\n end\n go to x: (((join (letter (1) of (☁ Online_10P)) (join (letter (2) of (☁ Online_10P)) (join (letter (3) of (☁ Online_10P)) (letter (4) of (☁ Online_10P))))) - (5000)) - (Map_x)) y: (((join (letter (5) of (☁ Online_10P)) (join (letter (6) of (☁ Online_10P)) (join (letter (7) of (☁ Online_10P)) (letter (8) of (☁ Online_10P))))) - (5000)) - (Map_y))\n switch costume to ((join (letter (9) of (☁ Online_10P)) (letter (10) of (☁ Online_10P))) - (10))\n point in direction ((join (letter (11) of (☁ Online_10P)) (join (letter (12) of (☁ Online_10P)) (letter (13) of (☁ Online_10P)))) - (360))\n say (join (Get_User10_Name) (join [] (item (join (letter (14) of (☁ Online_10P)) (letter (15) of (☁ Online_10P))) of [chat v])))\nend\n\nwhen flag clicked\nforever\n if <[0] < (☁ Online_10P)> then\n show\n else\n hide\n end\nend\n\n
★Double click on the flag!!\n★旗は二回押してください!!\n★挙動がおかしい場合は停止して\n 旗を押してください。\nオンラインでアクションが楽しめるゲームの、\n基本プログラムです。\nやじるしキーで移動\n0~9で固定文チャットできます。\n\n★と♥お願いします!\n参考になれば幸いです!
Insanity multiplayer Cloud Platformer #Games
@Stage\n\n@player\n\ndefine write (value) to cloud\nset [i v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (i) of (value)) in [table v]))\n change [i v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen flag clicked\ngo to x: (-173) y: (40)\nset [max players v] to [10]\nset [my player # v] to [0]\nset [spawn y v] to [60]\nbroadcast (setup opponents v) and wait\nbroadcast (message to join v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v) and wait\nelse\n broadcast (full v) and wait\nend\nbroadcast (begin v)\n\ndefine set cloud # (player) to (something)\nif <(player) = [1]> then\n set [☁ player1-data v] to (something)\nend\nif <(player) = [2]> then\n set [☁ player2-data v] to (something)\nend\nif <(player) = [3]> then\n set [☁ player3-data v] to (something)\nend\nif <(player) = [4]> then\n set [☁ player4-data v] to (something)\nend\nif <(player) = [5]> then\n set [☁ player5-data v] to (something)\nend\nif <(player) = [6]> then\n set [☁ player6-data v] to (something)\nend\nif <(player) = [7]> then\n set [☁ player7-data v] to (something)\nend\nif <(player) = [8]> then\n set [☁ player8-data v] to (something)\nend\nif <(player) = [9]> then\n set [☁ player9-data v] to (something)\nend\nif <(player) = [10]> then\n set [☁ player10-data v] to (something)\nend\n\nwhen I receive [begin v]\nset [y v] to [0]\nforever\n platformer engine\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to cloud\nwrite (round ((timer) * (10))) to cloud\nwrite (round (x position)) to cloud\nwrite (round (y position)) to cloud\nwrite ([costume # v] of [level v]) to cloud\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [front v]\ngo to x: (-173) y: (spawn y)\n\nwhen I receive [back v]\ngo to x: (173) y: (spawn y)\n\ndefine platformer engine\nchange [y v] by (-1)\nif <<<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)\nend\nif <<<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)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <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\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\nend\nchange y by (1)\nif <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n go to x: (-173) y: (40)\nend\nif <([abs v] of (x position) ) > [230]> then\n if <(x position) > [230]> then\n broadcast (front v)\n else\n broadcast (back v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Storm by bubblebee3 v] until done\nend\n\nset [☁ player1-data v] to [0]\nset [☁ player2-data v] to [0]\nset [☁ player3-data v] to [0]\nset [☁ player4-data v] to [0]\nset [☁ player5-data v] to [0]\nset [☁ player6-data v] to [0]\nset [☁ player7-data v] to [0]\nset [☁ player8-data v] to [0]\nset [☁ player9-data v] to [0]\nset [☁ player10-data v] to [0]\n\n@opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [i v] to [1]\n\ndefine decode\nset [value v] to []\nforever\n set [idx v] to (join (letter (((i) * (2)) - (1)) of (encoded)) (letter ((i) * (2)) of (encoded)))\n change [i v] by (1)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [table v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nhide\nset [player # v] to [1]\nset [offline v] to [100]\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 variable = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ player1-data)\nend\nif <(player) = [2]> then\n set [value v] to (☁ player2-data)\nend\nif <(player) = [3]> then\n set [value v] to (☁ player3-data)\nend\nif <(player) = [4]> then\n set [value v] to (☁ player4-data)\nend\nif <(player) = [5]> then\n set [value v] to (☁ player5-data)\nend\nif <(player) = [6]> then\n set [value v] to (☁ player6-data)\nend\nif <(player) = [7]> then\n set [value v] to (☁ player7-data)\nend\nif <(player) = [8]> then\n set [value v] to (☁ player8-data)\nend\nif <(player) = [9]> then\n set [value v] to (☁ player9-data)\nend\nif <(player) = [10]> then\n set [value v] to (☁ player10-data)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\ndefine tick\nvariable = 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)\ndecode\nsay (value)\ndecode\ndecode\nset x to (value)\ndecode\nset y to (value)\ndecode\nif <(value) = ([costume # v] of [level v])> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nvariable = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3.1) seconds\nvariable = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n@Sprite1\n\nwhen I receive [message to join v]\nswitch costume to (connecting v)\n\nwhen I receive [full v]\nswitch costume to (full v)\nwait (0.1) seconds\nhide\n\nwhen I receive [joined v]\nhide\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\n@Level\n\nwhen I receive [front v]\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [starrrt v]\nshow\n\n@Sprite2\n\nwhen I receive [begin v]\nhide\nforever\n go to [back v] layer\n go to x: (-230) y: (pick random (-25) to (220))\n create clone of (_myself_ v)\n wait (1.4) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (20) to (50))\nrepeat until <(x position) > [300]>\n change x by (5)\nend\ndelete this clone\n\n@download (6)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [front v]\nnext costume\n\nwhen I receive [starrrt v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (0.00001) seconds\nbroadcast (starrrt v)\nhide\n\n
Insanity - Cloud Multiplayer Platformer\n#44 on #games!!\n\nSequel is out!!!\nhttps://scratch.mit.edu/projects/418225789/\n\nSupports 10 players\n11 levels\nMobile friendly\nOriginal\n100 second afk kick\nThis took me 7 hours and about 448 blocks\nTitle screen thingy - not original lots of credit to @Ryham301 for the idea for the thumbnail\nMusic is by @bubblebee3 \n\nSorry but only scratchers can play multiplayer\n\n1100+ views!!!\n96+Loves!!\n83+Faves!!\n\n@StratfordJames loved!!
90% Pen Platformer
@Stage\n\n@T H U M B N A I L\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Pen\n\ndefine Draw Line From: (x1) (y1) to: (x2) (y2) Pen? (up/down) Speed: (speed) Size: (size)\nset pen size to (size)\nif <(up/down) = [Up]> then\n pen up\nend\nif <(up/down) = [Down]> then\n pen down\nend\nset [x1 v] to (x1)\nset [y1 v] to (y1)\ngo to x: (x1) y: (y1)\nset [x1 v] to (x2)\nset [y1 v] to (y2)\nglide (speed) secs to x: (x1) y: (y1)\n\nwhen I receive [next l e v e l v]\nerase all\nforever\n if <(CurrLEVEL) = [1]> then\n Draw Line From: [0] [0] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [190] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [190] [-124] to: [190] [-50] Pen? [Down] Speed: [0.4] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [2]> then\n Draw Line From: [190] [-50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-75] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-75] [-124] to: [-75] [-60] Pen? [Down] Speed: [0.5] Size: [25]\n Draw Line From: [-75] [-60] to: [75] [-124] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [75] [-124] to: [75] [-60] Pen? [Down] Speed: [0.5] Size: [25]\n Draw Line From: [75] [-60] to: [190] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [190] [-124] to: [190] [-50] Pen? [Down] Speed: [0.4] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [3]> then\n Draw Line From: [190] [-50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-110] [-124] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-110] [-124] to: [-110] [-62] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [-110] [-62] to: [-10] [-62] Pen? [Down] Speed: [0.4] Size: [25]\n Draw Line From: [-10] [-62] to: [-10] [0] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [-10] [0] to: [90] [0] Pen? [Down] Speed: [0.4] Size: [25]\n Draw Line From: [90] [0] to: [90] [60] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [90] [60] to: [250] [60] Pen? [Down] Speed: [0.5] Size: [25]\n Draw Line From: [250] [60] to: [-30] [-37] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-30] [-37] to: [-30] [0] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [-30] [0] to: [65] [25] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [65] [25] to: [65] [60] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [65] [60] to: [210] [60] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [210] [60] to: [210] [120] Pen? [Down] Speed: [0.25] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [4]> then\n Draw Line From: [210] [120] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-50] [-143] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#c100e8)\n Draw Line From: [-50] [-143] to: [50] [-143] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [50] [-143] to: [200] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [200] [-124] to: [200] [-60] Pen? [Down] Speed: [0.4] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [5]> then\n Draw Line From: [200] [-60] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-60] [-118] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-60] [-118] to: [60] [-118] Pen? [Down] Speed: [0.4] Size: [25]\n Draw Line From: [60] [-118] to: [-40] [-103] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-40] [-103] to: [40] [-103] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [40] [-103] to: [-20] [-88] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-20] [-88] to: [20] [-88] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [20] [-88] to: [200] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [200] [-124] to: [200] [-60] Pen? [Down] Speed: [0] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [6]> then\n Draw Line From: [200] [-60] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-75] [-143] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#c100e8)\n Draw Line From: [-75] [-143] to: [-40] [-143] Pen? [Down] Speed: [0.25] Size: [25]\n Draw Line From: [-40] [-143] to: [50] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [50] [-124] to: [50] [107] Pen? [Down] Speed: [0.5] Size: [50]\n Draw Line From: [50] [107] to: [200] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [200] [-124] to: [200] [-50] Pen? [Down] Speed: [0] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [7]> then\n Draw Line From: [200] [-50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-115] [-140] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-115] [-140] to: [75] [100] Pen? [Down] Speed: [0.75] Size: [50]\n Draw Line From: [75] [100] to: [125] [100] Pen? [Down] Speed: [0.25] Size: [50]\n Draw Line From: [125] [100] to: [125] [77] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [125] [77] to: [125] [-124] Pen? [Down] Speed: [0.6] Size: [35]\n Draw Line From: [125] [-124] to: [235] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [235] [-124] to: [235] [-50] Pen? [Down] Speed: [0.25] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [8]> then\n Draw Line From: [235] [-50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-125] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-125] [-124] to: [-100] [-74] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [-100] [-74] to: [-75] [-124] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [-75] [-124] to: [75] [-124] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [75] [-124] to: [100] [-74] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [100] [-74] to: [125] [-124] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [125] [-124] to: [210] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [210] [-124] to: [210] [-50] Pen? [Down] Speed: [0.3] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [9]> then\n Draw Line From: [210] [50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-250] [180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-250] [180] to: [250] [180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [180] to: [-125] [-143] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#c100e8)\n Draw Line From: [-125] [-143] to: [-75] [-143] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [-75] [-143] to: [75] [-143] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [75] [-143] to: [125] [-143] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [125] [-143] to: [210] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [210] [-124] to: [210] [-50] Pen? [Down] Speed: [0.4] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [10]> then\n Draw Line From: [210] [-50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-15] [-180] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-15] [-180] to: [-15] [90] Pen? [Down] Speed: [0.6] Size: [25]\n Draw Line From: [-15] [90] to: [250] [90] Pen? [Down] Speed: [0.6] Size: [25]\n Draw Line From: [250] [90] to: [-15] [-100] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-15] [-100] to: [-15] [-75] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [-15] [-75] to: [-15] [25] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-15] [25] to: [-15] [50] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [-15] [50] to: [100] [90] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [100] [90] to: [125] [90] Pen? [Down] Speed: [0.2] Size: [25]\n Draw Line From: [125] [90] to: [215] [90] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [215] [90] to: [215] [180] Pen? [Down] Speed: [0.25] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [11]> then\n Draw Line From: [210] [180] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-250] [180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-250] [180] to: [250] [180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [180] to: [-30] [-124] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-30] [-124] to: [0] [-60] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [0] [-60] to: [30] [-124] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [30] [-124] to: [-180] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#c100e8)\n Draw Line From: [-180] [-124] to: [-150] [-60] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [-150] [-60] to: [-120] [-124] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [-120] [-124] to: [120] [-124] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [120] [-124] to: [150] [-60] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [150] [-60] to: [180] [-124] Pen? [Down] Speed: [0.3] Size: [25]\n Draw Line From: [180] [-124] to: [215] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [215] [-124] to: [215] [-50] Pen? [Down] Speed: [0.3] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [12]> then\n Draw Line From: [215] [-50] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n Draw Line From: [250] [-180] to: [-100] [-124] Pen? [Up] Speed: [0] Size: [0]\n Draw Line From: [-100] [-124] to: [-100] [76] Pen? [Down] Speed: [0.7] Size: [30]\n Draw Line From: [-100] [76] to: [75] [76] Pen? [Down] Speed: [0.4] Size: [30]\n Draw Line From: [75] [76] to: [-85] [-24] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ff0000)\n Draw Line From: [-85] [-24] to: [125] [-24] Pen? [Down] Speed: [0.5] Size: [30]\n Draw Line From: [125] [-24] to: [210] [-124] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#ffae00)\n Draw Line From: [210] [-124] to: [210] [-50] Pen? [Down] Speed: [0.3] Size: [25]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\n if <(CurrLEVEL) = [13]> then\n Draw Line From: [215] [180] to: [-250] [-180] Pen? [Up] Speed: [0] Size: [0]\n set pen color to (#45e600)\n Draw Line From: [-250] [-180] to: [250] [-180] Pen? [Down] Speed: [1] Size: [100]\n broadcast (PLAY PLAY PLAYER v)\n stop [this script v]\n end\nend\n\[email protected]\n\nwhen flag clicked\nbroadcast (Next L E V E L v)\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [currlevel v] to [1]\nset [deaths v] to [0]\nhide\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play play player v]\nshow\ngo to x: (-215) y: (-70)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> 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 color (#45e600)?> then\n change y by (1)\n if <touching color (#45e600)?> then\n change y by (1)\n if <touching color (#45e600)?> then\n change y by (1)\n if <touching color (#45e600)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching color (#45e600)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#45e600)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n change [level v] by (1)\n if <touching color (#45e600)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n if <touching color (#c100e8)?> then\n set [y v] to [25]\n end\n change y by (1)\n if <touching color (#ffae00)?> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-70)\n change [level v] by (1)\n change [currlevel v] by (1)\n broadcast (Next L E V E L v)\n set [message recieved? v] to [2]\n end\n if <(y position) < [-147]> then\n go to x: (-215) y: (-70)\n end\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-70)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n end\nend\n\nwhen I receive [next l e v e l v]\nhide\n\n
*************************READ ALL****************************\n\n53 views to 6667 in 18 hours... :O\n\n#37,494th most favorited project on Scratch... why XD\n\n11.3k views? Sure, why not.\n12.3k views? I have mastered the art of getting views.\n13.1k views? Easter egg I guess\n13.2k views? I have done it.\n\nGetting curated by @-Sprout15- on 4/1/21... Thank you so much! \n\nThe Sequel: https://scratch.mit.edu/projects/446185346/\nThe Third (The Best in my opinion): https://scratch.mit.edu/projects/494241886/\n\nThis plaformer is 90% rendered in pen! Everything except for the player and the thumbnail (and the code, obviously). This includes the ground, lava, bounce pads, and the portal to the next level!\n\nThanks to @23ScratchMan for inspiring me in a way.\n\nComment how many deaths you got! Whoever gets 0 deaths joins the list of the immortal platformer players!\n\nImmortal platformer players:\n@-GraphicsGames-\n@chickennugsmanlucas\n@MediaOfficial\n@Amused_Moose\n@Esmedoggo\n@ChristianRadio\n@jkweoafsipd\n@Mercury_Phoenix\n@ElonHyperLoop\n\nI hope you enjoy! A love, favorite, or follow would be appreciated!\n\nYour friend, @-GraphicsGames-
App Platformer v1.8
@Stage\n\nwhen I receive [reset v]\nif <(actual level) < [11]> then\n stop [other scripts in sprite v]\n repeat (20)\n change volume by (-5)\n end\n stop all sounds\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [geometry dash v]\nforever\n play sound [Stereo Madness v] until done\nend\n\nwhen I receive [level build v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (mince v)\nend\n\nwhen I receive [egg inc v]\nforever\n play sound [Fresh_Fallen_Snow v] until done\nend\n\nwhen I receive [polyart v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (! v)\nend\n\nwhen I receive [flappy v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (# v)\nend\n\nwhen I receive [mince v]\nforever\n play sound [Minecraft - Piano 3 v] until done\nend\n\nwhen I receive [# v]\nforever\n play sound [If_I_Had_a_Chicken v] until done\nend\n\nwhen I receive [! v]\nforever\n play sound [Obelisks v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [geometry dash v]\ngo to x: (0) y: (0)\n\nwhen I receive [geometry win v]\nset rotation style [all around v]\npoint in direction (90)\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [turn@# v] to [0]\nrepeat until <(x position) > [238]>\n turn right (turn@#) degrees\n change x by (Xv)\n change y by (Yv)\n change [yv v] by (0.4)\n change [xv v] by (0.5)\n change [turn@# v] by (0.2)\nend\nset rotation style [left-right v]\nset pen size to (40)\nset pen color to (#46d1f2)\ngo to x: (241) y: (180)\npen down\ngo to x: (241) y: (-180)\npen up\nrepeat (5)\n wait (pick random (0) to (0.3)) seconds\n lala\n set pen size to (40)\n set pen color to (#46d1f2)\n go to x: (241) y: (180)\n pen down\n go to x: (241) y: (-180)\n pen up\nend\nwait (1) seconds\nbroadcast (reset v)\n\ndefine la\nrepeat (50)\n if <not <touching (_edge_ v)?>> then\n move (1) steps\n change pen size by (0.02)\n change pen (brightness v) by (-0.1)\n end\nend\n\nwhen I receive [reset v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n if <<(x position) > [238]> and <<not <(actual level) = [11]>> and <not <((actual level) mod (2)) = [0]>>>> then\n change [actual level v] by (1)\n broadcast (reset v)\n end\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [geometry dash v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <touching (geometry spikes v)?> then\n go to x: (0) y: (0)\n broadcast (geometry death v)\n end\n change y by (1)\nend\n\ndefine lala\ngo to x: (241) y: (0)\npoint in direction (pick random (-45) to (-135))\nset pen size to (pick random (10) to (25))\npen down\nset pen (brightness v) to (pick random (70) to (100))\nset [ghost v] effect to (100)\nrepeat until <not <touching (_edge_ v)?>>\n lalala\nend\nrepeat until <touching (_edge_ v)?>\n la\nend\nmove (20) steps\npen up\n\ndefine lalala\nrepeat (30)\n move (1) steps\n change pen size by (0.02)\n change pen (brightness v) by (-0.1)\nend\n\nwhen I receive [egg inc v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (egg inc v)?> and <<(y position) > [-120]> and <(y position) < [-100]>>> then\n broadcast (chicken v)\n end\n if <<touching (egg inc v)?> and <<(y position) > [-40]> and <(y position) < [-20]>>> then\n broadcast (egg value v)\n end\n if <<touching (egg inc v)?> and <<(y position) > [28]> and <(y position) < [60]>>> then\n broadcast (+chicken v)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [polyart v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [flappy v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level build v]\nwait (0.4) seconds\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (start x) y: (start y)\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <not <touching (ground/other v)?>>\n change [start y v] by (40)\n go to x: (start x) y: (start y)\nend\nforever\n if <(x position) > [238]> then\n change [current item # v] by (1)\n if <(current item #) < [10]> then\n set [compressed v] to (item (current item #) of [minecraft levels v])\n broadcast (level build v)\n else\n broadcast (reset v)\n end\n end\n if <<<key (e v) pressed?> and <(Wood:) > [0]>> and <not <touching (wood v)?>>> then\n change [wood: v] by (-1)\n create clone of (wood v)\n end\n if <touching (water v)?> then\n change [yv v] by (-0.1)\n if <(Yv) < [-4]> then\n set [yv v] to [-4]\n end\n else\n change [yv v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (ground/other v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <touching (ground/other v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [yv v] to [3]\n end\n change y by (1)\n if <touching (lava v)?> then\n go to x: (start x) y: (start y)\n set [yv v] to [0]\n set [xv v] to [0]\n repeat until <not <touching (ground/other v)?>>\n change [start y v] by (40)\n go to x: (start x) y: (start y)\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [start v]\nset [current item # v] to [1]\nset [actual level v] to [1]\nbroadcast (reset v)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [geometry dash v]\nswitch costume to (geometry v)\n\nwhen I receive [reset v]\nshow\nswitch costume to ((actual level) + (4))\n\nwhen I receive [egg inc v]\nswitch costume to (egg v)\n\nwhen I receive [polyart v]\nswitch costume to (egg2 v)\n\nwhen I receive [flappy v]\nswitch costume to (flappy v)\n\nwhen I receive [level build v]\nhide\n\n@geometry dash\n\nbroadcast (reset v)\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\nbroadcast (geometry dash v)\ndelete this clone\n\nwhen I receive [geometry dash v]\nhide\nswitch backdrop to (geometry v)\nrandom\nset [! v] to [1]\nrepeat (96)\n wait until <(Xpos) > [10]>\n broadcast (geometry clone v)\n change [! v] by (1)\n set [xpos v] to [0]\n if <([x position v] of [player v]) < [-237]> then\n broadcast (geometry death v)\n end\nend\nwait (5) seconds\nbroadcast (geometry win v)\n\nwhen I receive [reset v]\nhide\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nif <(actual level) = [2]> then\n go to x: (0) y: (-60)\n show\n wait until <touching (player v)?>\n broadcast (geometry dash v)\n change [actual level v] by (1)\nend\n\ndefine random\ndelete all of [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000002000022])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000001111])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000122222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [110000000011])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000001100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000111])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000111000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000111000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111000000000])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222221111])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000001010])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000101010])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000010101010])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [001010101010])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [101010101010])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222122222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [100000000001])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [122221222211])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111111111111])\n\n@geometry boxes\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n go to x: (36) y: ((57) * (4))\n set [# v] to [1]\n repeat (5)\n if <(letter (!) of (item (#) of [geometry level v])) = [1]> then\n create clone of (_myself_ v)\n next costume\n end\n change y by (-57)\n change [# v] by (1)\n end\n clone\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n change x by (-5)\nend\ndelete this clone\n\ndefine clone\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [geometry dash v]\nbroadcast (switch v)\n\n@egg inc\n\nwhen I receive [reset v]\nhide variable [chickens in house v]\nhide variable [egg value v]\nhide variable [$ v]\nhide\nif <(actual level) = [4]> then\n set size to (230) %\n switch costume to (egg,_inc v)\n go to x: (0) y: (-50)\n show\n wait until <touching (player v)?>\n hide\n set size to (100) %\n broadcast (egg inc v)\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to x: (-169) y: ((-80) + ((80) * (id)))\nswitch costume to (id)\n\nwhen I receive [+chicken v]\nif <<<($) > (item (2) of [costs v])> or <($) = (item (2) of [costs v])>> and <(id) = [0]>> then\n change [$ v] by ((0) - (item (2) of [costs v]))\n change [chickens per press v] by (1)\n replace item (2) of [costs v] with ((item (2) of [costs v]) * (2))\nelse\n if <(id) = [0]> then\n say (join [You need ] (join (round ((item (2) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n end\nend\n\nwhen I receive [egg inc v]\nshow variable [chickens in house v]\nshow variable [$ v]\nshow variable [egg value v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nset [chickens per press v] to [1]\nset [egg value v] to [0.25]\nset [$ v] to [0]\ngo to x: (-169) y: (-80)\nswitch costume to (costume1 v)\nswitch backdrop to (blue sky v)\nshow\nsay [Get 1 million dollars. \(it's actually pretty easy\)] for (4) seconds\nforever\n wait (0.5) seconds\n change [$ v] by ((chickens in house) * (egg value))\n change [chickens in house v] by (round ((chickens in house) * (0.005)))\n if <($) > [100]> then\n set [$ v] to (round ($))\n end\nend\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\nwhen I receive [egg inc v]\nchange [actual level v] by (1)\nwait until <($) > [1000000]>\nask [You won! Type y to keep playing or n to go to the next level. If you keep playing, whenever you want to continue, just press n] and wait\nif <(answer) = [y]> then\nwait until <key (n v) pressed?>\nbroadcast (reset v)\n\nwhen I receive [egg value v]\nif <<<($) > (item (1) of [costs v])> or <($) = (item (1) of [costs v])>> and <(id) = [0]>> then\n change [$ v] by ((0) - (item (1) of [costs v]))\n change [egg value v] by ((0.25) + (round ((egg value) / (8))))\n replace item (1) of [costs v] with ((item (1) of [costs v]) * (1.3))\nelse\n if <(id) = [0]> then\n say (join [You need ] (join (round ((item (1) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n end\nend\n\nwhen I receive [egg inc v]\nforever\n if <($) > [100]> then\n set [$ v] to (round ($))\n end\nend\n\nwhen I receive [egg inc v]\ndelete all of [costs v]\nadd [10] to [costs v]\nadd [15] to [costs v]\n\n@chicken\n\nwhen I receive [chicken v]\nif <(clone?) = [0]> then\n chicken\nend\n\nwhen I start as a clone\nset [xv v] to (pick random (-12.) to (12))\nset [yv v] to (pick random (10.) to (13))\nshow\nset [clone? v] to [1]\ngo to (egg inc v)\ngo to [front v] layer\nrepeat until <touching (ground v)?>\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n change x by (xv)\n change y by (yv)\nend\nlower\nset [xv v] to [1]\nrepeat until <touching (house v)?>\n change x by (xv)\n next costume\n if <(xv) < [15]> then\n change [xv v] by (0.5)\n end\nend\nrepeat (10)\n set [xv v] to ((xv) * (0.96))\n next costume\n change x by (xv)\nend\nchange [chickens in house v] by (1)\ndelete this clone\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\ndefine lower\nchange y by ((yv) * (-1))\nrepeat until <touching (ground v)?>\n change y by (-1)\nend\nchange y by (-6)\n\ndefine chicken\nrepeat (chickens per press)\n create clone of (_myself_ v)\nend\n\nwhen [z v] key pressed\nset [chickens in house v] to (round ((chickens in house) * (0.01)))\nset [chickens per press v] to (round ((chickens per press) * (0.1)))\nset [$ v] to [0]\nset [egg value v] to (round ((egg value) * (0.1)))\nreplace item (1) of [costs v] with [10]\nreplace item (2) of [costs v] with [15]\n\nwhen I receive [reset v]\nset [chickens in house v] to [0]\nset [clone? v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@house\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [egg inc v]\nswitch costume to (costume1 v)\ngo to x: (155) y: (-98)\nshow\nbroadcast (switch v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (169) y: (-117)\ngo to x: (155) y: (-98)\nforever\n go to [front v] layer\nend\n\n@screen-shot-2019-02-10-at-71402-pm\n\nwhen I receive [reset v]\nif <(actual level) = [6]> then\n show\n go to x: (0) y: (-50)\n wait until <touching (player v)?>\n broadcast (polyart v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@polyart 1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [polyart # v] to [1]\nhide\n\nwhen I receive [polyart v]\nif <[2] < (costume [number v])> then\n switch backdrop to (backdrop2 v)\n switch costume to (54949708-cute-grey-face-of-domestic-hamster-on-green-background-2 v)\n if <(polyart #) = [1]> then\n set [how many more? v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n next costume\n end\n go to x: (0) y: (-47)\n wait until <(distance to [player v]) < [5]>\n change [polyart # v] by (1)\n broadcast (polyart v)\n end\nend\n\nwhen I start as a clone\nset y to (-47)\nif <[1] = (costume [number v])> then\n forever\n go to [front v] layer\n set x to ((([x position v] of [player v]) - (-30)) / (20))\n show\n end\nelse\n forever\n go to [front v] layer\n set x to (([y position v] of [player v]) - (-47))\n show\n end\nend\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\ngo to x: (0) y: (-47)\nif <(costume [number v]) < [3]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@polyart 2\n\nwhen flag clicked\nhide\n\nwhen I receive [polyart v]\nif <[10] < (costume [number v])> then\n switch backdrop to (backdrop2 v)\n if <(polyart #) = [2]> then\n set [id v] to [1]\n repeat (10)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n go to x: (145) y: (41)\n wait until <(distance to [player v]) < [5]>\n broadcast (glide v)\n wait (3) seconds\n change [polyart # v] by (1)\n broadcast (polyart v)\n end\nend\n\nwhen I receive [polyart v]\nif <(costume [number v]) < [11]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [polyart # v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nclear graphic effects\nif <(pick random (0) to (1)) = [0]> then\n set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n forever\n go to x: (((round ([y position v] of [player v])) - (42)) / (id)) y: ((((round ([x position v] of [player v])) - (145)) / (id)) - (0))\n end\nelse\n forever\n go to x: (((round ([x position v] of [player v])) - (145)) / (id)) y: ((((round ([y position v] of [player v])) - (42)) / (id)) - (0))\n end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@polyart 4\n\nwhen flag clicked\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nif <(pick random (0) to (1)) = [0]> then\n set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n forever\n go to x: (((round ([y position v] of [player v])) - (111)) / (id)) y: ((((round ([x position v] of [player v])) - (-160)) / (id)) - (50))\n end\nelse\n forever\n go to x: (((round ([x position v] of [player v])) - (-160)) / (id)) y: ((((round ([y position v] of [player v])) - (111)) / (id)) - (50))\n end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (-50)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nbroadcast (glide v)\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\nif <(polyart #) = [3]> then\n go to x: (0) y: (0)\n set size to (150) %\n hide\n clear graphic effects\n switch costume to (final2 v)\n set [id v] to [2]\n repeat (107)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n go to x: (-160) y: (111)\n wait until <(distance to [player v]) < [5]>\n broadcast (glide v)\n wait (7) seconds\n clear graphic effects\n broadcast (reset v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@el flapo\n\nwhen I receive [flappy v]\nshow\nswitch backdrop to (flappy v)\ngo to x: (-100) y: (-110)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nwait until <touching color (#66abff)?>\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [7]\n end\n change [yv v] by (-1)\n change y by (yv)\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 change x by (xv)\n set [xv v] to ((xv) * (0.9))\n set rotation style [left-right v]\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <touching (pipes v)?> then\n broadcast (rip el flapo v)\n end\nend\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (flappy v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nrepeat until <touching color (#000000)?>\n change y by (yv)\n change [yv v] by (-1)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@pipes\n\nwhen flag clicked\nhide\n\nwhen I receive [flappy v]\nrepeat (10)\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\nend\nwait (5) seconds\nbroadcast (reset v)\n\nwhen I start as a clone\nshow\ngo to x: (245) y: (pick random (-60) to (100))\nrepeat until <(x position) < [-249]>\n change x by (-5)\nend\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch backdrop to (flappy v)\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@ground/other\n\nwhen I start as a clone\nshow\nif <(#) = [ig]> then\n go to x: (x) y: (y)\n switch costume to (wood v)\n set [ghost v] effect to (0)\n show\nelse\n if <(#) = [special]> then\n add [1] to [current level v]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (id) of [current level v] with (current item #)\n end\n switch costume to (item (id) of [current level v])\n if <touching (mouse-pointer v)?> then\n switch costume to (current item #)\n set [ghost v] effect to (0)\n else\n if <(item (id) of [current level v]) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\n end\n else\n switch costume to (#)\n set [ghost v] effect to (0)\n if <<(#) = [1]> or <<(#) = [4]> or <<(#) = [5]> or <<(#) = [7]> or <(#) = [8]>>>>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\n\ndefine compress\nset [# v] to [1]\nset [compressed v] to []\nrepeat (length of [current level v])\n set [compressed v] to (join (compressed) (item (#) of [current level v]))\n change [# v] by (1)\nend\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n if <(letter (id) of (compressed)) = [8]> then\n set [start x v] to (x position)\n set [start y v] to (y position)\n end\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\nset [# v] to [ig]\n\ndefine buuild\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\ndelete all of [current level v]\nset [# v] to [special]\nrepeat (9)\n repeat (13)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [level build v]\nswitch backdrop to (minecraft v)\nshow variable [wood: v]\nrepeat (1)\n delete this clone\nend\nwait (0.1) seconds\ndraw\n\nwhen [space v] key pressed\n\nset [compressed v] to (item (1) of [minecraft levels v])\nbroadcast (level build v)\n\nrepeat (10)\n delete this clone\nend\ncompress\nadd (compressed) to [minecraft levels v]\nbuuild\n\nbuuild\n\nwhen flag clicked\ndelete all of [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111118111111111113333344443333222222222222222222222222222222222222222] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111116666611111111666668111111666666655555666666666666666666666666666666666] to [minecraft levels v]\nadd [111111111111181111111111114455555555555445444445444444544444544444454454454455444445444445544444544444555555555555555] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111111111111111111111111111111811111111111166111111111116655555555555] to [minecraft levels v]\nadd [111111111111151111111111155111111111115511111111111551111111111155111111111115511117771111551111787111155333333333335] to [minecraft levels v]\nadd [111111811111167777777777766777777777776677777777777667777777777766777777777776677777777777667777777777763333333333333] to [minecraft levels v]\nadd [711111141111171111114111117111111411115711111141111571111114111157111111411115781111141111533333334333332222222422222] to [minecraft levels v]\nadd [111111111111111111111111111111134311111111332421111111122242311111132224223333132222422222232222244444442222225555555] to [minecraft levels v]\nadd [111111111111111111111111116111111111141661111111411166611414111116684111111111666111111111155555555555555555555555555] to [minecraft levels v]\n\nwhen I receive [reset v]\nhide variable [wood: v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen [r v] key pressed\nif <(#) = [ig]> then\n delete this clone\nend\n\n@water\n\nwhen I start as a clone\nshow\nif <(#) = [4]> then\n switch costume to (#)\n set [ghost v] effect to (0)\nelse\n delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n delete this clone\nend\nwait (0.05) seconds\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@lava\n\nwhen I start as a clone\nshow\nif <(#) = [5]> then\n switch costume to (#)\n set [ghost v] effect to (0)\nelse\n delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n delete this clone\nend\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@wood\n\nwhen I start as a clone\nshow\nif <(id) = [done]> then\n go to x: ((round (([x position v] of [player v]) / (40))) * (40)) y: ((round (([y position v] of [player v]) / (40))) * (40))\n set [ghost v] effect to (50)\n switch costume to (wood v)\n wait until <not <touching (player v)?>>\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (ground/other v)\n set [ghost v] effect to (0)\n delete this clone\nelse\n if <(#) = [7]> then\n switch costume to (#)\n set [ghost v] effect to (0)\n wait until <<touching (player v)?> and <key (space v) pressed?>>\n go to [front v] layer\n set [xv v] to (pick random (-2.) to (2))\n set [yv v] to (pick random (2) to (4.))\n set size to (7) %\n set [pitch v] effect to (23)\n repeat (3)\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n change y by (yv)\n change x by (xv)\n end\n repeat until <<touching (ground/other v)?> or <touching (player v)?>>\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n change y by (yv)\n change x by (xv)\n end\n remove\n set [yv v] to [0]\n set [xv v] to ((y position) + (2))\n repeat until <touching (player v)?>\n if <(y position) > (xv)> then\n change [yv v] by (-0.1)\n else\n change [yv v] by (0.1)\n end\n change y by (yv)\n end\n set volume to (50) %\n start sound [pop v]\n change [wood: v] by (1)\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen I receive [level build v]\nrepeat (13)\n delete this clone\nend\ndraw\n\ndefine draw\nset size to (20) %\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nset [wood: v] to [0]\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\nset [id v] to [done]\n\ndefine remove\nrepeat until <not <touching (ground/other v)?>>\n change y by (1)\nend\nchange y by (3)\n\nwait until <touching (player v)?>\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen [r v] key pressed\nif <(actual level) = [11]> then\n repeat (13)\n delete this clone\n end\n draw\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Flappy_Bird_icon\n\nwhen I receive [reset v]\nif <(actual level) = [8]> then\n show\n go to x: (0) y: (-50)\n set size to (50) %\n wait until <touching (player v)?>\n broadcast (flappy v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@unnamed\n\nwhen I receive [reset v]\nif <(actual level) = [10]> then\n show\n go to x: (0) y: (-50)\n set size to (50) %\n wait until <touching (player v)?>\n set [current item # v] to [1]\n set [compressed v] to (item (current item #) of [minecraft levels v])\n broadcast (level build v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@backgroundthingy\n\ndefine speed\nshow\nerase all\ngo to x: (-210) y: (150)\nrepeat (4)\n repeat (6)\n switch costume to (pick random (1) to (6))\n stamp\n change x by (80)\n end\n set x to (-210)\n change y by (-80)\nend\nhide\n\nwhen I receive [reset v]\n\nwait (0.05) seconds\nspeed\n\n@Intro\n\nwhen flag clicked\nif <(played?) = [0]> then\n set [played? v] to [1]\n start sound [Royalty Free - Hero Theme 5BSting5D v]\n go to x: (0) y: (0)\n set size to (80) %\n hide\n erase all\n set [special? v] to [1]\n create clone of (_myself_ v)\n set [special? v] to [0]\n clone\n set [special? v] to [2]\n create clone of (_myself_ v)\n set [special? v] to [3]\n wait (4) seconds\n switch costume to (costume32 v)\n set size to (20) %\n show\n switch costume to (costume6 v)\n point in direction (90)\n set rotation style [all around v]\n repeat (15)\n change size by (4)\n turn right (24) degrees\n end\n wait (0.5) seconds\n broadcast (logo1 v)\nelse\n broadcast (start v)\nend\n\nwhen I start as a clone\nif <(special?) = [1]> then\n show\n go to [back v] layer\n set size to (100) %\n switch costume to (costume32 v)\nelse\n if <(special?) = [0]> then\n wait (pick random (0.0) to (2)) seconds\n show\n move\n glide (1.5) secs to x: (0) y: (0)\n end\nend\n\ndefine clone\nswitch costume to (costume29 v)\nrepeat until <(costume [number v]) = [1]>\n create clone of (_myself_ v)\n next costume\nend\n\ndefine move\nset rotation style [don't rotate v]\npoint in direction (pick random (1) to (1000000))\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nmove (20) steps\n\nwhen I receive [logo1 v]\nif <(special?) = [0]> then\n set rotation style [don't rotate v]\n point in direction (((costume [number v]) - (8)) * (14.4))\n set [vroom v] to [10]\n repeat until <touching (_edge_ v)?>\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n repeat (2)\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n delete this clone\nelse\n wait (1.5) seconds\n if <(special?) = [3]> then\n broadcast (start v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n hide\n delete this clone\nend\n\nset [played? v] to [0]\n\n
type skip to skip the level\nv1.8 \nglitched skin\nDEATH CHICKEN!!!\ncomment studio to join my hacked game studio and unpopular games where we help each other studio\nlinks: hacked studio https://scratch.mit.edu/studios/31933675\nunpopular studio\nhttps://scratch.mit.edu/studios/31932882
Scratch Evolution || Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\nwait until <(Levelling) = [8]>\nswitch backdrop to (xy-grid-30px v)\nwait until <(Levelling) = [15]>\nswitch backdrop to (blue sky 2 v)\nwait until <(Levelling) = [20]>\nswitch backdrop to (blue sky 2 2 v)\nwait until <(Levelling) = [26]>\nswitch backdrop to (blue sky 2 3 v)\nwait until <(Levelling) = [32]>\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n play sound [Scott_Holmes_-_04_-_Upbeat_Party v] until done\nend\n\n@Level\n\nwhen flag clicked\nset [levelling v] to [1]\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n switch costume to (Levelling)\nend\n\n@Level2\n\nwhen flag clicked\nset [levelling v] to [1]\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n switch costume to (Levelling)\nend\n\ngo to [front v] layer\n\n@KillSprite\n\nwhen flag clicked\nset [levelling v] to [1]\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n switch costume to (Levelling)\nend\n\ngo to [front v] layer\n\n@Hitbox\n\nwhen I receive [go v]\n\nif <([abs v] of (yv) ) > [8]> then\n set [yv v] to (((yv) / ([abs v] of (yv) )) * (8))\nend\n\nchange x by ((-1) * (xv))\nset [xv v] to ((-1) * (xv))\n\nchange [x v] by ((-1) * (x position))\nset x to (0)\n\n\n\nset [yv v] to ((yv) * (0.7))\nbroadcast (levelup v) and wait\n\nset [xv v] to ((xv) * (0.7))\n\nif <([abs v] of (xv) ) > [8]> then\n\nset [startx v] to [-180]\nset [level v] to [1]\n\nwhen I receive [levelup v]\n\nwhen flag clicked\nerase all\npen up\nset [x v] to [0]\ngo to x: (-220) y: (150)\nset [xv v] to [0]\nset [yv v] to [0]\nset [intro? v] to [0]\nreset timer\nwait until <(Intro?) = [1]>\nforever\n if <touching (end v)?> then\n if <touching color (#99b3ff)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (down arrow v) pressed?> and <not <touching (level v)?>>> then\n change [yv v] by (-1)\n else\n if <<key (down arrow v) pressed?> and <touching (level v)?>> then\n change [yv v] by (1)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching (killsprite v)?> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (-220) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (yv)\n set [yv v] to [9]\n end\n end\n end\n if <touching (level v)?> then\n change y by (-2)\n if <touching (level v)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching (level v)?> then\n change y by (-6)\n if <not <touching (level v)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching (killsprite v)?>> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (-220) y: (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching (level v)?> then\n change y by (-2)\n if <touching (level v)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching (level v)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching (level v)?> then\n change y by (-2)\n if <touching (level v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\nend\n\nif <touching color (#31ff57)?> then\n set [yv v] to [20]\nend\n\n\n\ngo to [front v] layer\n\nchange [level v] by (1)\n\nwhen flag clicked\nset size to (30) %\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n set [ghost v] effect to (100)\n if <(x position) > [230]> then\n hide\n go to x: (-220) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n change [levelling v] by (1)\n show\n end\nend\n\nwhen flag clicked\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n if <<key (s v) pressed?> and <not <(Levelling) = [32]>>> then\n hide\n go to x: (-240) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n change [levelling v] by (1)\n show\n wait until <not <key (s v) pressed?>>\n wait (0.7) seconds\n end\n if <key (r v) pressed?> then\n go to x: (-240) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nif <touching color (#ff0000)?> then\n set [yv v] to [15]\nend\n\nhide\n\nset [ghost v] effect to (100)\n\n@Character\n\nwhen flag clicked\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n go to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Picked up, Action!\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Picked up, Action!\n end\nend\n\ndefine Picked up, Action!\nif <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (stand_1 v)\n repeat until \n next costume\n wait (0.03) seconds\n end\nelse\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(yv) < [0]> then\n switch costume to (fall_1 v)\n else\n switch costume to (jump_1 v)\n end\n end\nend\n\n\n\nwhen flag clicked\nset [intro? v] to [0]\nset rotation style [left-right v]\nwait until <(Intro?) = [1]>\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\nforever\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (stand_1 v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(yv) < [0]> then\n switch costume to (fall_1 v)\n else\n switch costume to (jump_1 v)\n end\n end\n if <<(not touching) > [0]> and <(yv) < [-3]>> then\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nset [intro? v] to [0]\nwait until <(Intro?) = [1]>\npoint in direction (90)\nforever\n if <touching (level v)?> then\n set [not touching v] to [0]\n else\n change [not touching v] by (1)\n end\nend\n\n@Sheet\n\nwhen flag clicked\nset [intro? v] to [0]\nshow\nwait until <(Intro?) = [1]>\nhide\n\ngo to [front v] layer\n\nwait until <(Intro?) = [1]>\n\n@Intro\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [intro? v] to [0]\nrepeat until <(costume [number v]) = [28]>\n next costume\n wait (0.01) seconds\nend\nwait (0.5) seconds\nrepeat until <(costume [number v]) = [36]>\n next costume\nend\nwait (1) seconds\nrepeat until <(costume [number v]) = [46]>\n next costume\nend\nset [intro? v] to [1]\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [intro? v] to [0]\nset [ghost v] effect to (100)\nwait until <(Intro?) = [1]>\nwait (0.3) seconds\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ngo to [front v] layer\n\n
★★ Scratch Evolution - 31 levels! ★★\n\n★ Controls ★\n[WASD] or [Arrow keys] to run and jump.\n[R] To restart a level.\n[S] To skip a level.\n\n★ Description ★\nI love making projects on scratch, such as making platformers on scratch, and making unique games on scratch. This time, I decided, why not make a review to 5 of the trends in Scratch's history? So after awhile, I finished this, hope you enjoy!\n\n★ Credits ★\nScratch cat sprite by @griffpatch\nGame by me\nMusic by freemusicarchive.org / FMA\nLogo text by cooltext.com\n\n★ Tags ★\n#tag #kraken #krakenmaster #fun #games #explore #all #everything #recent #trending #hopefully #this #works #cats #cat #scratch #random #tag #why #are #you #reading #this #game #gaming #scratchcat #griffpatch #evolution #era
Up side down! || A multiplayer scrolling platformer
@Stage\n\n@1\n\nwhen [1 v] key pressed\nif <(username) = [the_bee_1234]> then\n set [checkpoints v] to [1]\nend\n\nwhen [2 v] key pressed\nif <(username) = [the_bee_1234]> then\n set [checkpoints v] to [2]\nend\n\nwhen [3 v] key pressed\nif <(username) = [the_bee_1234]> then\n set [checkpoints v] to [3]\nend\n\nwhen [4 v] key pressed\nif <(username) = [the_bee_1234]> then\n set [checkpoints v] to [4]\nend\n\nwhen [5 v] key pressed\nif <(username) = [the_bee_1234]> then\n set [checkpoints v] to [5]\nend\n\n@2\n\n@3\n\n@4\n\n@5\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 change [a: chats v] by (1)\n if <(A: chats) = [1]> then\n broadcast (1st caht v)\n else\n if <(A: chats) = [10]> then\n broadcast (10 chat v)\n else\n if <(A: chats) = [30]> then\n broadcast (30 chat v)\n end\n end\n end\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 [a: chats v] to [0]\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 (platform v)?> or <touching (moving platformes v)?>> or <touching (platform2 v)?>> or <touching (moving platformes2 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 [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoints) = [1]> then\n set [x v] to [600]\n set [y v] to [-150]\nelse\n if <(Checkpoints) = [2]> then\n set [x v] to [1832]\n set [scroll y v] to [-260]\n set [scroll x v] to [1832]\n set [y v] to [-265]\n else\n if <(Checkpoints) = [3]> then\n set [x v] to [2447]\n set [scroll x v] to [2447]\n set [scroll y v] to [-1249]\n set [y v] to [-1249]\n else\n if <(Checkpoints) = [4]> then\n set [x v] to [3157]\n set [scroll x v] to [3157]\n set [scroll y v] to [-334]\n set [y v] to [-334]\n else\n if <(Checkpoints) = [5]> then\n set [x v] to [3236]\n set [scroll x v] to [3236]\n set [scroll y v] to [151]\n set [y v] to [151]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\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\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 By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [-16]\n end\nend\nif <(sy) > [-60]> then\n change [sy v] by (2)\nend\nCHANGE PLAYER Y BY (sy)\nPosition\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 <[6000] < (SCROLL X)> then\n set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nPosition\nif <(y) > [500]> then\n set [exit v] to [die]\nend\nif <touching (spring v)?> then\n set [sy v] to [-19.9]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <key (t v) pressed?> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n show list [achievements! v]\n end\n wait until <not <key (t v) pressed?>>\n end\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n wait until <not <key (n v) pressed?>>\n end\n if <key (a v) pressed?> then\n if <(Achievement open????) = [1]> then\n show list [achievements! v]\n set [achievement open???? v] to [0]\n else\n hide list [achievements! v]\n show list [chat v]\n set [achievement open???? v] to [1]\n set [is the chat open v] to [0]\n end\n wait until <not <key (a v) pressed?>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nstart sound [Danger HIt v]\nchange [a: deaths v] by (1)\nif <(A: Deaths) = [1]> then\n broadcast (1 death v)\nelse\n if <(A: Deaths) = [5]> then\n broadcast (5 death v)\n else\n if <(A: Deaths) = [10]> then\n broadcast (10 death v)\n end\n end\nend\n\ndefine TEST-DIE\nif <<<touching (dangers v)?> or <<touching color (#ff0000)?> or <touching color (#be0000)?>>> or <touching color (#ff0000)?>> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <<<<touching (platform v)?> or <touching (moving platformes v)?>> or <touching (platform2 v)?>> or <touching (moving platformes2 v)?>> then\n repeat (18)\n change [y v] by (-1)\n Position\n if <not <<<<touching (platform v)?> or <touching (moving platformes v)?>> or <touching (platform2 v)?>> or <touching (moving platformes2 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 (down arrow v) pressed?> or <key (s 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 (platform v)?> or <touching (moving platformes v)?>> or <touching (platform2 v)?>> or <touching (moving platformes2 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 [8]\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 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\nwhen I receive [begin v]\nset [a : jumps v] to [0]\nset [a: chats v] to [0]\nset [a: deaths v] to [0]\n\nwhen I receive [begin v]\nset [a : jumps v] to [0]\nforever\n wait until <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>>\n change [a : jumps v] by (1)\n wait until <<[4] > (inair)> and <not <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>>>>\n if <(A : jumps) = [1]> then\n broadcast (1st jump\ v)\n else\n if <(A : jumps) = [10]> then\n broadcast (10 j v)\n else\n if <(A : jumps) = [10]> then\n broadcast (30 jumps v)\n else\n if <(A : jumps) = [100]> then\n broadcast (100 jumps v)\n end\n end\n end\n end\nend\n\nif <(Checkpoints) = [1]> then\n broadcast (1st check v)\nelse\n if <(Checkpoints) = [2]> then\n broadcast (2nd check v)\n else\n if <(Checkpoints) = [3]> then\n broadcast (3rd check v)\n else\n if <(Checkpoints) = [4]> then\n broadcast (4 check v)\n else\n if <(Checkpoints) = [5]> then\n broadcast (Last check v)\n end\n end\n end\n end\nend\n\n@opponents\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 (0)\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 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 (join (player #) (join [:] (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\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@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoints v] by (1)\n if <(Checkpoints) = [1]> then\n broadcast (1st check v)\n else\n if <(Checkpoints) = [2]> then\n broadcast (2nd check v)\n else\n if <(Checkpoints) = [3]> then\n broadcast (3rd check v)\n else\n if <(Checkpoints) = [4]> then\n broadcast (4 check v)\n else\n if <(Checkpoints) = [5]> then\n broadcast (Last check v)\n end\n end\n end\n end\n end\n end\nend\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]\n\ndefine CLONE AT X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [checkpoints v] to [0]\nhide\nswitch costume to (close v)\nif <(LEVEL) = [1]> then\n CLONE AT X [600] Y [-150]\n CLONE AT X [1832] Y [-265]\n CLONE AT X [2483] Y [-1249]\n CLONE AT X [3130] Y [-340]\n CLONE AT X [3235] Y [206]\nend\nset [x v] to [-99999999999999]\n\ndelete this clone\n\n@PLATFORM\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [680] Y [11]\n CLONE AT X [1200] Y [0]\n CLONE AT X [2065] Y [-1500]\n Change [100] [-1200]\nend\nset [y v] to [0]\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\n\ndefine Change (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nCLONE AT X [3715] Y [-1271]\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((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 [1185] Y [-51]\n CLONE AT X [1185] Y [-51]\n CLONE AT X [2377] Y [-1045]\nend\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@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\n@EXIT\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [x v] to [3250]\n set [y v] to [317]\nend\n\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n set [game finished??? v] to [yes]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [begin v]\nforever\n repeat (4)\n change [y v] by (1)\n end\n wait (0.111111111) seconds\n repeat (4)\n change [y v] by (-1)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Spring\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (SPRING v) and wait\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1185] y: [-55]\n Clone at x: [3349] y: [230]\n Clone at x: [3409] y: [230]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [spring v]\nstart sound [Big Boing v]\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\nswitch costume to (costume1 v)\n\n@Moving platformes\n\nwhen I receive [green flag v]\nhide\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nchange [frame v] by (1)\nPOSTION ((((x) - (SCROLL X)) * (1)) + (([cos v] of (frame) ) * (100))) (((y) - (SCROLL Y)) * (1))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n CLONE AT X [2825] Y [-1276]\nend\nset [x v] to [-99999999999999]\n\n@PLATFORM2\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [3300] Y [-2500]\nend\nset [y v] to [0]\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\n\n@Moving platformes2\n\nwhen I receive [green flag v]\nhide\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nchange [frame v] by (1)\nPOSTION ((x) - (SCROLL X)) ((((y) - (SCROLL Y)) + (([cos v] of ((frame) * (1)) ) * (250))) + (10))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n CLONE AT X [2800] Y [-900]\nend\nset [x v] to [-99999999999999]\n\n@Background\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [680] Y [11]\n CLONE AT X [1200] Y [0]\n CLONE AT X [2065] Y [-700]\nend\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\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n CLONE AT X [3296] Y [-342]\n CLONE AT X [3588] Y [-342]\n CLONE AT X [2965] Y [-342]\n CLONE AT X [3296] Y [-530]\n CLONE AT X [3588] Y [-530]\n CLONE AT X [2965] Y [-530]\n CLONE AT X [3097] Y [215]\n CLONE AT X [3461] Y [215]\n CLONE AT X [3618] Y [215]\n CLONE AT X [3550] Y [215]\n CLONE AT X [3348] Y [85]\n CLONE AT X [3507] Y [318]\nend\nset [x v] to [-99999999999999]\n\n@Wining\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [begin v]\nforever\n if <(GAME FINISHED???) = [yes]> then\n show variable [timer v]\n show list [chat v]\n set [ghost v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n set x to (500)\n show\n repeat (10)\n change x by (-50)\n end\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [game finished??? v] to [no]\n\n@Timer\n\nwhen I receive [begin v]\nset [game finished??? v] to [no]\nhide variable [timer v]\nreset timer\n\nwhen I receive [green flag v]\nhide variable [timer v]\nreset timer\n\nwhen I receive [begin v]\nforever\n if <(GAME FINISHED???) = [yes]> then\n show variable [timer v]\n set [timer v] to (timer)\n set [timer v] to (Timer)\n wait (1000000000000000000000000000000000000000000000000000000000000000000000) seconds\n wait (1000000000000000000000000000000000000000000000000000000000000000000000) seconds\n wait (1000000000000000000000000000000000000000000000000000000000000000000000) seconds\n wait (1000000000000000000000000000000000000000000000000000000000000000000000) seconds\n wait (1000000000000000000000000000000000000000000000000000000000000000000000) seconds\n end\nend\n\n@clone\n\nwhen flag clicked\nshow\nset [size v] to [50]\nset [speed v] to [5]\nset [time v] to [0.1]\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nset [5 v] to [0]\ngo to x: (0) y: (0)\nhide\nclone [5]\n\ndefine clone (clone num)\nswitch costume to (1 v)\nrepeat (clone num)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nwait ((time) * (costume [name v])) seconds\nif <(costume [name v]) = [1]> then\n forever\n repeat (91)\n set size to (size) %\n change [1 v] by ((speed) / (2))\n set x to ((([tan v] of (1) ) * (15)) - (-20))\n end\n end\nend\nif <(costume [name v]) = [2]> then\n forever\n repeat (91)\n set size to (size) %\n change [2 v] by ((speed) / (2))\n set x to ((([tan v] of (2) ) * (15)) - (-10))\n end\n end\nend\nif <(costume [name v]) = [3]> then\n forever\n repeat (91)\n set size to (size) %\n change [3 v] by ((speed) / (2))\n set x to ((([tan v] of (3) ) * (15)) - (0))\n end\n end\nend\nif <(costume [name v]) = [4]> then\n forever\n repeat (91)\n set size to (size) %\n change [4 v] by ((speed) / (2))\n set x to ((([tan v] of (4) ) * (15)) - (10))\n end\n end\nend\nif <(costume [name v]) = [5]> then\n forever\n repeat (91)\n set size to (size) %\n change [5 v] by ((speed) / (2))\n set x to ((([tan v] of (5) ) * (15)) - (20))\n end\n end\nend\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Loading\n\nwhen flag clicked\nbroadcast (Signal v)\n\nwhen I receive [signal v]\ngo to x: (-70) y: (-90)\ngo to [front v] layer\nhide\nforever\n repeat (4)\n go to [front v] layer\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(End?) = [1]> then\n stop [this script v]\n end\n end\n repeat (5)\n wait (1) seconds\n if <(End?) = [1]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n turn right (RV) degrees\n set [rv v] to ((RV) * (0.955))\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo [backward v] (1) layers\nset [rv v] to [10]\ngo to [front v] layer\nwait (1) seconds\nrepeat (2)\n change [rv v] by (3)\nend\nwait (1) seconds\nset [rv v] to [12]\nrepeat (2)\n change [rv v] by (3)\nend\nwait (2) seconds\ngo [backward v] (1) layers\npoint in direction (90)\ndelete this clone\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thank you for love and fav\n\nwhen I receive [thanks v]\nstart sound [pop 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 (10)\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\nwhen I start as a clone\n\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nif <[] = [3]> then\nif <[] = [2]> then\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n else\n stop [this script v]\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@achievements\n\nwhen flag clicked\nhide\nshow list [achievements! v]\ndelete all of [achievements! v]\nadd [1st jump!] to [achievements! v]\nadd [1st death!] to [achievements! v]\nadd [10 deaths!] to [achievements! v]\nadd [10 jumps!] to [achievements! v]\nadd [30 jumps!] to [achievements! v]\nadd [1st chat!] to [achievements! v]\nadd [10 chats!] to [achievements! v]\nadd [5 deaths] to [achievements! v]\nadd [100 junps!] to [achievements! v]\nadd [30 chats] to [achievements! v]\nadd [1st checkpoint!] to [achievements! v]\nadd [2nd checkpoint!] to [achievements! v]\nadd [3rd checkpoint!] to [achievements! v]\nadd [4th checkpoint!] to [achievements! v]\nadd [Last checkpoint!] to [achievements! v]\n\ndefine Achievement animation\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (130) %\nshow\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-10)\nend\nset size to (100) %\nwait (2.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [1st jump\ v]\ndelete (item # of [1st jump!] in [achievements! v]) of [achievements! v]\nswitch costume to (1 jump v)\nAchievement animation\n\nwhen I receive [1st caht v]\ndelete (item # of [1st chat!] in [achievements! v]) of [achievements! v]\nswitch costume to (1 chat v)\nAchievement animation\n\nwhen I receive [30 jumps v]\ndelete (item # of [30 jumps!] in [achievements! v]) of [achievements! v]\nswitch costume to (30 jumps! v)\nAchievement animation\n\nwhen I receive [10 j v]\ndelete (item # of [10 jumps!] in [achievements! v]) of [achievements! v]\nswitch costume to (10jumps v)\nAchievement animation\n\nwhen I receive [30 chat v]\ndelete (item # of [30 chats] in [achievements! v]) of [achievements! v]\nswitch costume to (30 chat v)\nAchievement animation\n\nwhen I receive [10 chat v]\ndelete (item # of [10 chats!] in [achievements! v]) of [achievements! v]\nswitch costume to (10 chat v)\nAchievement animation\n\nwhen I receive [10 death v]\ndelete (item # of [10 deaths!] in [achievements! v]) of [achievements! v]\nswitch costume to (10 deaths v)\nAchievement animation\n\nwhen I receive [1 death v]\ndelete (item # of [1st death!] in [achievements! v]) of [achievements! v]\nswitch costume to (1 death v)\nAchievement animation\n\nwhen I receive [5 death v]\ndelete (item # of [5 deaths] in [achievements! v]) of [achievements! v]\nswitch costume to (5 death/ v)\nAchievement animation\n\nwhen I receive [100 jumps v]\ndelete (item # of [100 jumps!] in [achievements! v]) of [achievements! v]\nswitch costume to (100 jumps! v)\nAchievement animation\n\nwhen I receive [1st check v]\ndelete (item # of [1st checkpoint!] in [achievements! v]) of [achievements! v]\nswitch costume to (1st checkpoint v)\nAchievement animation\n\nwhen I receive [2nd check v]\ndelete (item # of [2nd checkpoint!] in [achievements! v]) of [achievements! v]\nswitch costume to (2 v)\nAchievement animation\n\nwhen I receive [3rd check v]\ndelete (item # of [3rd checkpoint!] in [achievements! v]) of [achievements! v]\nswitch costume to (3 v)\nAchievement animation\n\nwhen I receive [4 check v]\ndelete (item # of [4th checkpoint!!] in [achievements! v]) of [achievements! v]\nswitch costume to (4 v)\nAchievement animation\n\nwhen I receive [last check v]\ndelete (item # of [Last checkpoint!] in [achievements! v]) of [achievements! v]\nswitch costume to (last v)\nAchievement animation\n\n@Thanks to scratchers\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nif <<(username) = [TropicalCoder13]> or <(username) = [TropicalCoderTest]>> then\n show\n switch costume to (@tropicalcoder13 v)\n wait (10) seconds\n hide\nelse\n if <<(username) = [StratfordJames]> or <(username) = [StratfordJames1]>> then\n show\n switch costume to (stanfordjames v)\n wait (10) seconds\n hide\n else\n if <<(username) = [0014049]> or <(username) = [0014049_Test]>> then\n show\n switch costume to ( 0014049 v)\n wait (10) seconds\n hide\n else\n if <<(username) = [TimMcCool]> or <(username) = [TimMcTest]>> then\n show\n switch costume to (timmccool v)\n wait (10) seconds\n hide\n else\n if <<(username) = [carot3]> or <<(username) = [carot3_testing]> or <<(username) = [carot3_Studios]> or <(username) = [carot3_alt]>>>> then\n show\n switch costume to (carot3 v)\n wait (10) seconds\n hide\n else\n if <<(username) = [dmitry1232]> or <(username) = [dmitry1232_test]>> then\n show\n switch costume to (dmitry1232 v)\n wait (10) seconds\n hide\n else\n if <(username) = [the_bee_1234]> then\n show\n switch costume to (the_bee_1234 v)\n wait (10) seconds\n hide\n else\n if <(username) = [plant2]> then\n show\n switch costume to (the_bee_1234 v)\n wait (10) seconds\n hide\n else\n if <<(username) = [QuaXX]> or <(username) = [XXuaQ]>> then\n show\n switch costume to (quaxx v)\n wait (10) seconds\n hide\n else\n if <<(username) = [xX_VRC_Xx]> or <(username) = [xX_VRC-Test_Xx]>> then\n show\n switch costume to (xx_vrc_xx v)\n wait (10) seconds\n hide\n else\n if <(username) = [MaxyBrian]> then\n show\n switch costume to (maxybrian v)\n wait (10) seconds\n hide\n else\n if <(username) = [I8D]> then\n show\n switch costume to (i8d v)\n wait (10) seconds\n hide\n else\n if <<(username) = [GonSanVi]> or <(username) = [GonSanVi_tests]>> then\n show\n switch costume to (gonsanvi v)\n wait (10) seconds\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n
Sequel is out!!!!!!!!!!!!\nLink - https://scratch.mit.edu/projects/419514116/ .\n\nPlease get this trending!!\nThanks!\nWOW! 100 loves and 81 favorites in 5 days??!!! Thank you so much!!!\n\nHi, everyone!!! A just make a multiplayer scrolling platformer. This is my 2nd multiplayer platformer. Hope you like it!!\nThis project is my most complicated project until now!!\nI spent days making this game, so please love, favorite and follow me for more games like this!!!!\nControls - \nArrow keys or sad to move(mobile friendly)\nT to chat!\nN to toggle names!\nCheckpoints also available!!\nI also fixed about 10 glitches, I hope there are no more glitches, if they do please help me fix them. Thanks!\n\nAnyways, thanks for playing this game!!
The Elementals - A Platformer
@Stage\n\nwhen I receive [gamestart v]\nstop all sounds\nforever\n set volume to (100) %\n play sound [25 Forest Land Overworld \(NSMBWii\) v] until done\nend\n\nwhen I receive [you win v]\nset volume to (0) %\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [animation start v]\nset volume to (100) %\nstart sound [24 Forest Land \(NSMBWii\) v]\nwait (5) seconds\nrepeat (75)\n change volume by (-1)\nend\nrepeat (25)\n change volume by (-1)\nend\nstop all sounds\nstart sound [1-03 Attack of the Airships v]\nbroadcast (shadow v)\nrepeat (100)\n change volume by (1)\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [brightness v] effect to (-10)\n\nwhen flag clicked\nset [words v] to [0]\n\nbroadcast (Claw v)\n\nwhen I receive [shut down v]\nforever\n set volume to (0) %\nend\n\n@The Elemental\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [whirl v] effect to (0)\nswitch costume to (right side - 1 v)\nset size to (50) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-51)\n\nwhen I receive [gamestart v]\nbroadcast (animation code v)\nbroadcast (drop code v)\nshow\nforever\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [other scripts in sprite v]\n broadcast (drop code v)\n broadcast (animation code v)\n change [x velocity v] by (1)\n switch costume to (right side - 1 v)\n set [direction v] to [r]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [other scripts in sprite v]\n broadcast (drop code v)\n broadcast (animation code v)\n change [x velocity v] by (-1)\n switch costume to (birdman2 v)\n set [direction v] to [l]\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [animation code v]\nforever\n if <(direction) = [r]> then\n switch costume to (right side - 1 v)\n repeat (14)\n wait (0.075) seconds\n next costume\n end\n else\n if <(direction) = [l]> then\n switch costume to (left side - 1 v)\n repeat (14)\n wait (0.075) seconds\n next costume\n end\n end\n end\nend\n\nwhen I receive [animation start v]\ngo to x: (-151) y: (-136)\nswitch costume to (sleeping v)\nshow\nset size to (100) %\n\nwhen I receive [wake up! v]\nswitch costume to (sleeping v)\nwait (3) seconds\nswitch costume to (right side - 1 v)\nwait (0.5) seconds\nswitch costume to (sleeping v)\nwait (1) seconds\nswitch costume to (right side - 1 v)\nwait (0.5) seconds\nswitch costume to (sleeping v)\nwait (1) seconds\nswitch costume to (right side - 1 v)\nbroadcast (z's away v)\nwait (0.5) seconds\nset [words v] to [1]\n\nset [words v] to [0]\n\nwhen I receive [claw v]\nrepeat until <(animation) = [done]>\n switch costume to (surprised 1 v)\n wait (0.5) seconds\n switch costume to (surprised 2 v)\n wait (0.5) seconds\nend\nswitch costume to (right side - 1 v)\nset [words v] to [2]\n\nbroadcast (Claw v)\n\nwhen I receive [drop code v]\nforever\n if <(y position) = [-249]> then\n go to x: (-214) y: (-51)\n end\nend\n\nwhen I receive [boing! v]\nrepeat (10)\n change y by (50)\n change [y velocity v] by (50)\nend\n\nwhen I receive [shut down v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nswitch costume to (happy v)\ngo to x: (-32) y: (-66)\ngo to [front v] layer\nset size to (150) %\nturn left (15) degrees\n\ngo to x: (-53) y: (-83)\npoint in direction (90)\nturn left (15) degrees\nset size to (250) %\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo to x: (36) y: (28)\nforever\n switch costume to (level)\nend\n\n@THEPARAKEET01 intro\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to [front v] layer\ngo to x: (-677) y: (-10)\nswitch costume to (costume1 v)\nbroadcast (THEPARAKEET01 v)\n\nwhen I receive [theparakeet01 v]\nset [ghost v] effect to (0)\nset size to (500) %\npoint in direction (90)\nswitch costume to (costume1 v)\nhide\nstart sound [stranger things v]\nset volume to (150) %\nwait (1) seconds\ngo to x: (-677) y: (-10)\nshow\nrepeat (25)\n move (10) steps\n wait (0.1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\nswitch costume to (costume2 v)\ngo to x: (7) y: (207)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\nrepeat (25)\n change y by (-10)\n wait (0.15) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\nswitch costume to (costume3 v)\ngo to x: (362) y: (295)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\npoint in direction (45)\nrepeat (25)\n change x by (-10)\n change y by (-10)\n wait (0.15) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-12)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\nrepeat (60)\n change [ghost v] effect by (1)\n change size by (-1)\n wait (0.09) seconds\nend\nhide\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\nset volume to (100) %\nbroadcast (animation start v)\n\nset size to (150) %\n\nmove (10) steps\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nhide\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\nset volume to (100) %\nbroadcast (animation start v)\n\n@black\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [animation start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite19\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-144) y: (-138)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (end intro v)\nhide\n\nwhen I receive [animation start v]\nhide\n\n@Lava element crystal\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (14)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [animation start v]\ngo to x: (-28) y: (-148)\nshow\n\nwhen I receive [wind and lava hide v]\nhide\n\n@Earth elemental crystal\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (14)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [animation start v]\nshow\n\nwhen I receive [animation start v]\ngo to x: (15) y: (-148)\nshow\n\nwhen I receive [earth and water hide v]\nhide\n\nwhen I receive [gamestart v]\nforever\n if <(level) = [7]> then\n go to [front v] layer\n go to x: (28) y: (-35)\n show\n repeat until <touching (the elemental v)?>\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (-2)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n end\n broadcast (you win v)\n set size to (100) %\n broadcast (shut down v)\n broadcast (fly v)\n play sound [51 Bowser Defeated \(NSMBWii\) v] until done\n broadcast (end v)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ngo to x: (74) y: (-71)\ngo to [front v] layer\nset size to (200) %\nforever\n stop all sounds\nend\n\nwhen I receive [fly v]\nrepeat (10)\n change y by (10)\n wait (0.05) seconds\nend\n\npoint in direction (90)\ngo to x: (117) y: (-54)\nturn right (15) degrees\nset size to (250) %\n\n@Water elemental crystal\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (14)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [animation start v]\nshow\n\nwhen I receive [animation start v]\ngo to x: (58) y: (-148)\nshow\n\nwhen I receive [earth and water hide v]\nhide\n\n@Wind elemental crystal\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (14)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [animation start v]\nshow\n\nwhen I receive [animation start v]\ngo to x: (100) y: (-148)\nshow\n\nwhen I receive [wind and lava hide v]\nhide\n\n@dialouge\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (103)\nforever\n hide\n go to [front v] layer\n if <(words) = [1]> then\n show\n go to [front v] layer\n repeat until <(words) = [0]>\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n end\n end\n if <(words) = [2]> then\n show\n go to [front v] layer\n repeat until <(words) = [0]>\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen this sprite clicked\nhide\nif <(words) = [1]> then\n broadcast (Claw v)\n set [words v] to [0]\n hide\nend\nif <(words) = [2]> then\n broadcast (gamestart v)\n set [words v] to [0]\n hide\nend\n\n@Zzz\n\nwhen I receive [animation start v]\nset size to (25) %\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset size to (25) %\ngo to x: (-138) y: (-91)\nrepeat (20)\n change x by (5)\n change y by (5)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\ndelete this clone\n\nwhen I receive [z's away v]\nforever\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\n@shadow\n\nwhen flag clicked\nset [animation v] to [0]\nhide\n\nwhen I receive [shadow v]\ngo to x: (700) y: (135)\nset [ghost v] effect to (50)\nshow\nrepeat until <touching (the elemental v)?>\n go to [front v] layer\n move (-1) steps\n wait (0.05) seconds\nend\nbroadcast (WAKE UP! v)\nrepeat (999)\n move (-1) steps\n wait (0.05) seconds\nend\n\nwhen I receive [ship runs away v]\nstop [other scripts in sprite v]\nrepeat (80)\n move (10) steps\n wait (0.05) seconds\nend\nhide\nset [animation v] to [done]\n\n@The Claw\n\nwhen flag clicked\ngo to x: (36) y: (279)\nhide\n\nwhen I receive [claw v]\nswitch costume to (costume1 v)\ngo to x: (36) y: (279)\nshow\ngo to [front v] layer\nrepeat (27)\n change y by (-10)\n wait (0.05) seconds\nend\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nchange y by (-10)\nwait (0.05) seconds\nwait (0.5) seconds\nrepeat (2)\n next costume\n wait (0.05) seconds\nend\nbroadcast (wind and lava hide v)\nrepeat (2)\n next costume\n wait (0.05) seconds\nend\nbroadcast (earth and water hide v)\nrepeat (28)\n change y by (10)\n wait (0.05) seconds\nend\nhide\nbroadcast (ship runs away v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (150) %\ngo to x: (7) y: (-121)\n\nwhen I receive [gamestart v]\nforever\n switch costume to (costume1 v)\n if <(level) = [6]> then\n show\n repeat until <(level) = [7]>\n if <touching (the elemental v)?> then\n if <touching color (#6f4e00)?> then\n broadcast (boing! v)\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume1 v)\n end\n end\n end\n else\n hide\n end\nend\n\n@winner's circle\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nshow\ngo to x: (3) y: (2)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (3) y: (-138)\nhide\n\n
Use arrow keys or Wasd to move\n\nThis is the first in a 5 part series, I hope you enjoy!\n\nLink to next part: https://scratch.mit.edu/projects/422954421/\nLink to part three: https://scratch.mit.edu/projects/431720849/\nLink to part four: https://scratch.mit.edu/projects/436354428\nLink to finale: https://scratch.mit.edu/projects/438117478\n\nWhen The Elemental (Who you play as) says something, click it to make it go away and continue the game.
3D platformer online #games #all
@Stage\n\n@3D Engine\n\nset pen color to (#1cde3f)\nset [-x v] to ((x) - (0))\nset [-y v] to ((y) - (0))\nset [-z v] to ((z) - (0))\nset [+x v] to ((x) - (0))\nset [+y v] to ((y) - (0))\nset [+z v] to ((z) - (0))\n\nadd ([sqrt v] of ((((CAM X) - (player x)) * ((CAM X) - (player x))) + ((((CAM Y) - (player y)) * ((CAM Y) - (player y))) + (((CAM Z) - (player z)) * ((CAM Z) - (player z))))) ) to [distance v]\n\ndelete (1) of [distance v]\n\nposition [80] [100] [50] block [other player]\n\ncubo relleno [] [] [] modo []\n\ndefine online\nrepeat until <not <[modo v] contains [other player]?>>\n delete (item # of [other player] in [modo v]) of [x v]\n delete (item # of [other player] in [modo v]) of [y v]\n delete (item # of [other player] in [modo v]) of [z v]\n delete (item # of [other player] in [modo v]) of [modo v]\nend\nset [player n# v] to [1]\nrepeat (5)\n if <<(item (player n#) of [player hors ligne? v]) = [actif]> and <(item (player n#) of [level player online v]) = (-level)>> then\n position (item (player n#) of [x player online v]) (item (player n#) of [y player online v]) (item (player n#) of [z player online v]) block [other player]\n end\n change [player n# v] by (1)\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) + (rate))\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\nwhen flag clicked\nbroadcast (connexion?... v)\nset [-level v] to [1]\nreset\nforever\n erase all\n change [fps_2 v] by (1)\n online\n mover\n dibujar\n player\nend\n\ndefine point 1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine point 2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine dibujar\nCalcular valores trig.\nadd distances\nsort\nset [@yo v] to (length of [distance v])\nrepeat (length of [distance v])\n if <(item (@YO) of [distance v]) < [1100]> then\n cubo relleno (item (@YO) of [x v]) (item (@YO) of [y v]) (item (@YO) of [z v]) modo (item (@YO) of [modo v])\n end\n change [@yo v] by (-1)\nend\ndelete (item # of [player] in [modo v]) of [x v]\ndelete (item # of [player] in [modo v]) of [y v]\ndelete (item # of [player] in [modo v]) of [z v]\ndelete (item # of [player] in [modo v]) of [modo v]\n\ndefine Calcular valores trig.\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 position (x) (y) (z) block (modo)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (z) to [z v]\nadd (modo) to [modo v]\nif <(modo) = [ground]> then\n add (((x) * (100)) - (50)) to [ground v]\n add (((y) * (100)) - (50)) to [ground v]\n add (((z) * (100)) - (50)) to [ground v]\n add (((x) * (100)) - (-50)) to [ground v]\n add (((y) * (100)) - (-50)) to [ground v]\n add (((z) * (100)) - (-50)) to [ground v]\nelse\n if <(modo) = [bounce]> then\n add (((x) * (100)) - (50)) to [bounce v]\n add (((y) * (100)) - (50)) to [bounce v]\n add (((z) * (100)) - (50)) to [bounce v]\n add (((x) * (100)) - (-50)) to [bounce v]\n add (((y) * (100)) - (-50)) to [bounce v]\n add (((z) * (100)) - (-50)) to [bounce v]\n else\n if <(modo) = [lava]> then\n add (((x) * (100)) - (50)) to [lava v]\n add (((y) * (100)) - (50)) to [lava v]\n add (((z) * (100)) - (50)) to [lava v]\n add (((x) * (100)) - (-50)) to [lava v]\n add (((y) * (100)) - (-50)) to [lava v]\n add (((z) * (100)) - (-50)) to [lava v]\n else\n if <(modo) = [end]> then\n add (((x) * (100)) - (50)) to [end v]\n add (((y) * (100)) - (50)) to [end v]\n add (((z) * (100)) - (50)) to [end v]\n add (((x) * (100)) - (-50)) to [end v]\n add (((y) * (100)) - (-50)) to [end v]\n add (((z) * (100)) - (-50)) to [end v]\n else\n if <(modo) = [pierre]> then\n add (((x) * (100)) - (50)) to [ground v]\n add (((y) * (100)) - (50)) to [ground v]\n add (((z) * (100)) - (50)) to [ground v]\n add (((x) * (100)) - (-50)) to [ground v]\n add (((y) * (100)) - (-50)) to [ground v]\n add (((z) * (100)) - (-50)) to [ground v]\n end\n end\n end\n end\nend\n\ndefine fill 3D tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nxyz SetUp (x1) (y1) (z1)\npoint 1 (x3) (y3) (z3)\nxyz SetUp (x2) (y2) (z2)\npoint 2 (x3) (y3) (z3)\nxyz SetUp (x3) (y3) (z3)\nif <not <<(z1) < (plano cercano)> and <<(z2) < (plano cercano)> and <(z3) < (plano cercano)>>>> then\n if <(z1) < (plano cercano)> then\n set [z1 v] to (plano cercano)\n end\n if <(z2) < (plano cercano)> then\n set [z2 v] to (plano cercano)\n end\n if <(z3) < (plano cercano)> then\n set [z3 v] to (plano cercano)\n end\n set [-1 v] to ((TAMAÑO) * ((1) / (z1)))\n set [-2 v] to ((TAMAÑO) * ((1) / (z2)))\n set [-3 v] to ((TAMAÑO) * ((1) / (z3)))\n fill ((x1) * (-1)) (((y1) * (-1)) * (1)) ((x2) * (-2)) (((y2) * (-2)) * (1)) ((x3) * (-3)) ((y3) * (-3)) resolution: (5)\nend\n\ndefine xyz SetUp (x) (y) (z)\npoint 3 ((x) - (CAM X)) [] ((z) - (CAM Z))\npoint 3 (((x3) * (Cos Y)) + ((z3) * (Sin Y))) ((y) - (CAM Y)) (((z3) * (Cos Y)) - ((x3) * (Sin Y)))\npoint 3 (x3) ((((y3) * (0.9)) * (Cos X)) - ((z3) * (Sin X))) ((((y3) * (0.9)) * (Sin X)) + ((z3) * (Cos X)))\n\ndefine point 3 (x) (y) (z)\nset [x3 v] to (x)\nset [y3 v] to ((y) + (-20))\nset [z3 v] to (z)\n\ndefine rect (x1) (y1) (z1) (x2) (y2) (z2) res. (res)\nfill 3D tri (x1) (y1) (z1) (x1) (y2) (z2) (x2) (y2) (z2)\nfill 3D tri (x1) (y1) (z1) (x2) (y2) (z1) (x2) (y2) (z2)\n\ndefine cubo relleno (x) (y) (z) modo (modo)\nif <(modo) = [other player]> then\n set pen color to (#1000ff)\nelse\n if <(modo) = [ground]> then\n set pen color to (#b56900)\n else\n if <(modo) = [bounce]> then\n set pen color to (#eeff00)\n else\n if <(modo) = [lava]> then\n set pen color to (#ff1818)\n else\n if <(modo) = [end]> then\n set pen color to (#ffffff)\n else\n if <(modo) = [pierre]> then\n set pen color to (#8b8b8b)\n end\n end\n end\n end\n end\nend\nif <(modo) = [other player]> then\n set [-x v] to ((x) - (50))\n set [-y v] to ((y) - (50))\n set [-z v] to ((z) - (50))\n set [+x v] to ((x) - (-50))\n set [+y v] to ((y) - (-50))\n set [+z v] to ((z) - (-50))\nelse\n set [-x v] to (((x) * (100)) - (50))\n set [-y v] to (((y) * (100)) - (50))\n set [-z v] to (((z) * (100)) - (50))\n set [+x v] to (((x) * (100)) - (-50))\n set [+y v] to (((y) * (100)) - (-50))\n set [+z v] to (((z) * (100)) - (-50))\nend\nchange pen (brightness v) by (10)\nif <(CAM X) > (+x)> then\n fill 3D tri (+x) (+y) (+z) (+x) (+y) (-z) (+x) (-y) (-z)\n fill 3D tri (+x) (+y) (+z) (+x) (-y) (+z) (+x) (-y) (-z)\nend\nchange pen (brightness v) by (-10)\nif <(CAM Z) > (+z)> then\n fill 3D tri (+x) (+y) (+z) (+x) (-y) (+z) (-x) (-y) (+z)\n fill 3D tri (+x) (+y) (+z) (-x) (+y) (+z) (-x) (-y) (+z)\nend\nchange pen (brightness v) by (-15)\nif <(-x) > (CAM X)> then\n fill 3D tri (-x) (+y) (+z) (-x) (+y) (-z) (-x) (-y) (-z)\n fill 3D tri (-x) (+y) (+z) (-x) (-y) (+z) (-x) (-y) (-z)\nend\nchange pen (brightness v) by (15)\nif <(-z) > (CAM Z)> then\n fill 3D tri (+x) (+y) (-z) (+x) (-y) (-z) (-x) (-y) (-z)\n fill 3D tri (+x) (+y) (-z) (-x) (+y) (-z) (-x) (-y) (-z)\nend\nchange pen (brightness v) by (-25)\nif <(-y) > (CAM Y)> then\n rect (-x) (-y) (-z) (+x) (-y) (+z) res. [1]\nend\nchange pen (brightness v) by (50)\nchange pen (saturation v) by (-5)\nif <(CAM Y) > (+y)> then\n if < and <(modo) = [ground]>> then\n set pen color to (#1cde40)\n end\n rect (-x) (+y) (-z) (+x) (+y) (+z) res. [1]\nend\nchange pen (saturation v) by (5)\n\nset pen color to (#2830ff)\n\ndefine mover\nif <(Souris?) = [0]> then\n change [rot x v] by ((3) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>))\n change [rot y v] by ((-3) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\nelse\n change [rot x v] by ((1) * ((mouse y) - (souris y)))\n change [rot y v] by ((-1) * ((mouse x) - (sourisx)))\nend\nif <(ROT X) < [-90]> then\n set [rot x v] to [-90]\nend\nif <[90] < (ROT X)> then\n set [rot x v] to [90]\nend\nset [sourisx v] to (mouse x)\nset [souris y v] to (mouse y)\n\ndefine add distances\ndelete all of [distance v]\nset [-i v] to [0]\nrepeat (length of [x v])\n change [-i v] by (1)\n if <not <(item (-i) of [modo v]) = [other player]>> then\n add ([sqrt v] of ((((CAM X) - ((item (-i) of [x v]) * (100))) * ((CAM X) - ((item (-i) of [x v]) * (100)))) + ((((CAM Y) - ((item (-i) of [y v]) * (100))) * ((CAM Y) - ((item (-i) of [y v]) * (100)))) + (((CAM Z) - ((item (-i) of [z v]) * (100))) * ((CAM Z) - ((item (-i) of [z v]) * (100)))))) ) to [distance v]\n else\n add (([sqrt v] of ((((CAM X) - ((item (-i) of [x v]) * (1))) * ((CAM X) - ((item (-i) of [x v]) * (1)))) + ((((CAM Y) - ((item (-i) of [y v]) * (1))) * ((CAM Y) - ((item (-i) of [y v]) * (1)))) + (((CAM Z) - ((item (-i) of [z v]) * (1))) * ((CAM Z) - ((item (-i) of [z v]) * (1)))))) ) - (50)) to [distance v]\n end\nend\nadd (player x) to [x v]\nadd (player y) to [y v]\nadd (player z) to [z v]\nadd [player] to [modo v]\n\ndefine sort\nset [--lenght v] to (length of [distance v])\nrepeat until <(--lenght) = [1]>\n set [--highest v] to [1]\n set [--i v] to [0]\n repeat (--lenght)\n change [--i v] by (1)\n if <(item (--i) of [distance v]) > (item (--highest) of [distance v])> then\n set [--highest v] to (--i)\n end\n end\n add to sorting\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (fps_2)\n set [fps_2 v] to [0]\nend\n\ndefine create level\ndelete all of [ground v]\ndelete all of [bounce v]\ndelete all of [lava v]\ndelete all of [end v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [z v]\ndelete all of [modo v]\nposition [0] [0] [0] block [ground]\nif <(-level) = [1]> then\n position [0] [0] [1] block [ground]\n position [1] [0] [1] block [ground]\n position [1] [0] [1] block [ground]\n position [0] [0] [-1] block [ground]\n position [1] [0] [-1] block [ground]\n position [-1] [0] [-1] block [ground]\n position [1] [0] [0] block [ground]\n position [-1] [0] [0] block [ground]\n position [-1] [0] [1] block [ground]\n position [-1] [1] [1] block [ground]\n position [-1] [1] [3] block [ground]\n position [-1] [1] [6] block [ground]\n position [-1] [6] [10] block [ground]\n position [-1] [2] [9] block [bounce]\n position [-1] [7] [11] block [lava]\n position [-1] [6] [13] block [ground]\n position [-1] [6] [11] block [pierre]\n position [-1] [6] [12] block [ground]\n position [-3] [6] [14] block [ground]\n position [-4] [6] [14] block [ground]\n position [-5] [6] [14] block [ground]\n position [-6] [6] [14] block [ground]\n position [-5] [8] [14] block [pierre]\n position [-5] [7] [14] block [pierre]\n position [-6] [6] [13] block [ground]\n position [-7] [6] [13] block [ground]\n position [-8] [6] [13] block [bounce]\n position [-5] [9] [15] block [ground]\n position [-5] [9] [14] block [lava]\n position [-5] [9] [16] block [ground]\n position [-5] [9] [17] block [bounce]\n position [-5] [12] [19] block [End]\n position [-5] [13] [19] block [End]\nelse\n if <(-level) = [2]> then\n position [0] [0] [0] block [ground]\n position [1] [0] [0] block [ground]\n position [0] [0] [1] block [ground]\n position [0] [0] [2] block [bounce]\n position [0] [5] [0] block [ground]\n position [3] [5] [0] block [ground]\n position [7] [0] [5] block [ground]\n position [7] [5] [5] block [ground]\n position [7] [5] [0] block [ground]\n position [2] [0] [5] block [ground]\n broadcast (lvl2 v)\n else\n broadcast (hop v)\n end\nend\n\ndefine ground?\nset [@collision v] to [0]\nset [@yo v] to [0]\nrepeat ((length of [ground v]) / (6))\n change [@yo v] by (6)\n if <<((player x) + (50)) > (item ((@YO) - (5)) of [ground v])> and <(item ((@YO) - (2)) of [ground v]) > ((player x) + (-50))>> then\n if <<((player y) + (50)) > (item ((@YO) - (4)) of [ground v])> and <(item ((@YO) - (1)) of [ground v]) > ((player y) + (-50))>> then\n if <<((player z) + (50)) > (item ((@YO) - (3)) of [ground v])> and <(item (@YO) of [ground v]) > ((player z) + (-50))>> then\n set [@collision v] to [1]\n end\n end\n end\nend\n\ndefine player\nchange [cambiar y v] by (-1)\nchange [player y v] by (cambiar y)\nground?\nif <(@Collision) = [1]> then\n repeat until <(@Collision) = [0]>\n if <(cambiar y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n end\n ground?\n end\n set [cambiar y v] to [0]\n change [player y v] by (-3)\n ground?\n if <<key (space v) pressed?> and <(@Collision) = [1]>> then\n set [cambiar y v] to [20]\n end\n change [player y v] by (3)\nend\nchange [player y v] by (-3)\nbounce?\nif <(@Collision) = [1]> then\n set [cambiar y v] to [35]\nend\nlava?\nif <<(@Collision) = [1]> or <(player y) < [-500]>> then\n reset\nend\nEnd?\nif <(@Collision) = [1]> then\n change [-level v] by (1)\n reset\nend\nchange [player y v] by (3)\nif <<key (z v) pressed?> or <key (w v) pressed?>> then\n change [player z v] by (((1) * (---speed)) * (Cos Y))\n change [player x v] by (((-1) * (---speed)) * (Sin Y))\nend\nground?\nif <(@Collision) = [1]> then\n repeat until <(@Collision) = [0]>\n change [player x v] by ((1) * (Sin Y))\n change [player z v] by ((-1) * (Cos Y))\n ground?\n end\nend\nif <key (s v) pressed?> then\n change [player x v] by (((1) * (---speed)) * (Sin Y))\n change [player z v] by (((-1) * (---speed)) * (Cos Y))\nend\nground?\nif <(@Collision) = [1]> then\n repeat until <(@Collision) = [0]>\n change [player x v] by ((-1) * (Sin Y))\n change [player z v] by ((1) * (Cos Y))\n ground?\n end\nend\nif <<key (q v) pressed?> or <key (a v) pressed?>> then\n change [player x v] by (((-1) * (---speed)) * (Cos Y))\n change [player z v] by (((-1) * (---speed)) * (Sin Y))\nend\nground?\nif <(@Collision) = [1]> then\n repeat until <(@Collision) = [0]>\n change [player x v] by ((1) * (Cos Y))\n change [player z v] by ((1) * (Sin Y))\n ground?\n end\nend\nif <key (d v) pressed?> then\n change [player x v] by (((1) * (---speed)) * (Cos Y))\n change [player z v] by (((1) * (---speed)) * (Sin Y))\nend\nground?\nif <(@Collision) = [1]> then\n repeat until <(@Collision) = [0]>\n change [player x v] by ((-1) * (Cos Y))\n change [player z v] by ((-1) * (Sin Y))\n ground?\n end\nend\nchange [cam x v] by ((((player x) + (((Sin Y) * (Cos X)) * (1))) - (CAM X)) / (5))\nchange [cam y v] by (((((player y) + (75)) + ((Sin X) * (1))) - (CAM Y)) / (5))\nchange [cam z v] by ((((player z) + (((Cos Y) * (Cos X)) * (1))) - (CAM Z)) / (5))\n\ndefine bounce?\nset [@collision v] to [0]\nset [@yo v] to [0]\nrepeat ((length of [bounce v]) / (6))\n change [@yo v] by (6)\n if <<((player x) + (50)) > (item ((@YO) - (5)) of [bounce v])> and <(item ((@YO) - (2)) of [bounce v]) > ((player x) + (-50))>> then\n if <<((player y) + (50)) > (item ((@YO) - (4)) of [bounce v])> and <(item ((@YO) - (1)) of [bounce v]) > ((player y) + (-50))>> then\n if <<((player z) + (50)) > (item ((@YO) - (3)) of [bounce v])> and <(item (@YO) of [bounce v]) > ((player z) + (-50))>> then\n set [@collision v] to [1]\n end\n end\n end\nend\n\ndefine lava?\nset [@collision v] to [0]\nset [@yo v] to [0]\nrepeat ((length of [lava v]) / (6))\n change [@yo v] by (6)\n if <<((player x) + (50)) > (item ((@YO) - (5)) of [lava v])> and <(item ((@YO) - (2)) of [lava v]) > ((player x) + (-50))>> then\n if <<((player y) + (50)) > (item ((@YO) - (4)) of [lava v])> and <(item ((@YO) - (1)) of [lava v]) > ((player y) + (-50))>> then\n if <<((player z) + (50)) > (item ((@YO) - (3)) of [lava v])> and <(item (@YO) of [lava v]) > ((player z) + (-50))>> then\n set [@collision v] to [1]\n end\n end\n end\nend\n\ndefine add to sorting\nset [--value v] to (item (--highest) of [distance v])\nreplace item (--highest) of [distance v] with (item (--lenght) of [distance v])\nreplace item (--lenght) of [distance v] with (--value)\nset [--value v] to (item (--highest) of [x v])\nreplace item (--highest) of [x v] with (item (--lenght) of [x v])\nreplace item (--lenght) of [x v] with (--value)\nset [--value v] to (item (--highest) of [y v])\nreplace item (--highest) of [y v] with (item (--lenght) of [y v])\nreplace item (--lenght) of [y v] with (--value)\nset [--value v] to (item (--highest) of [z v])\nreplace item (--highest) of [z v] with (item (--lenght) of [z v])\nreplace item (--lenght) of [z v] with (--value)\nset [--value v] to (item (--highest) of [modo v])\nreplace item (--highest) of [modo v] with (item (--lenght) of [modo v])\nreplace item (--lenght) of [modo v] with (--value)\nchange [--lenght v] by (-1)\n\ndefine reset\ncreate level\nset [---speed v] to [10]\nset [player x v] to [0]\nset [player y v] to [150]\nset [player z v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [vel. cam. v] to [3]\nset [plano cercano v] to [50]\nset [tamaño v] to [300]\nset [cambiar y v] to [0]\n\ndefine End?\nset [@collision v] to [0]\nset [@yo v] to [0]\nrepeat ((length of [end v]) / (6))\n change [@yo v] by (6)\n if <<((player x) + (50)) > (item ((@YO) - (5)) of [end v])> and <(item ((@YO) - (2)) of [end v]) > ((player x) + (-50))>> then\n if <<((player y) + (50)) > (item ((@YO) - (4)) of [end v])> and <(item ((@YO) - (1)) of [end v]) > ((player y) + (-50))>> then\n if <<((player z) + (50)) > (item ((@YO) - (3)) of [end v])> and <(item (@YO) of [end v]) > ((player z) + (-50))>> then\n set [@collision v] to [1]\n end\n end\n end\nend\n\nset pen color to (#2830ff)\nset [-x v] to ((x) - (40))\nset [-y v] to ((y) - (50))\nset [-z v] to ((z) - (40))\nset [+x v] to ((x) - (-40))\nset [+y v] to ((y) - (-50))\nset [+z v] to ((z) - (-40))\nset pen color to (#000000)\nset [-x v] to ((x) - (0))\nset [-y v] to ((y) - (50))\nset [-z v] to ((z) - (50))\nset [+x v] to ((x) - (0))\nset [+y v] to ((y) - (-50))\nset [+z v] to ((z) - (-50))\n\nset pen color to (#acacac)\nset [-x v] to (((x) * (100)) - (50))\nset [-y v] to (((y) * (100)) - (50))\nset [-z v] to (((z) * (100)) - (50))\nset [+x v] to (((x) * (100)) - (-50))\nset [+y v] to (((y) * (100)) - (0))\nset [+z v] to (((z) * (100)) - (-50))\n\nposition [0] [3] [2] block [ground]\n\nposition [-5] [6] [14] block []\n\nposition [-7] [6] [13] block [bounce]\n\nwhen [1 v] key pressed\nif <(username) = [maDU59_]> then\n\nrepeat (10)\n stop [other scripts in sprite v]\n broadcast (message1 v) and wait\nend\n\nbroadcast (message1 v) and wait\n\nwhen I receive [hop v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (message1 v)\nstop [this script v]\n\nreset\n\nif <not <(username) = [maDU59_]>> then\nend\n\nwhen I receive [lvl2 v]\nwait until <<<(round ((player x) / (100))) = [2]> and <(round ((player y) / (100))) = [1]>> and <(round ((player z) / (100))) = [5]>>\nposition [0] [1] [0] block [end]\nposition [0] [2] [0] block [end]\n\n@Scoreboard\n\ndefine DisplayScores (score) & SaveToCloud? <save>\nif <(score) > [0]> then\n set [color v] effect to (150)\n Encode (join [Score ] (score)) to number. \n Write text (Output) at X (-65) Y (150)\n wait (0) seconds\nend\nset [color v] effect to (0)\nEncode [WORLD HIGH SCORES] to number. \nWrite text (Output) at X (-110) Y (115)\nwait (0) seconds\nwait (0) seconds\nchange [color v] effect by (16)\nset [tempdata v] to []\nset [i v] to [1]\nrepeat (10)\n if <not <(i) = [1]>> then\n if <not <(item (i) of [scores v]) = (item ((i) - (1)) of [scores v])>> then\n change [color v] effect by (16)\n end\n end\n if <<(item (i) of [names v]) = [IIIIIIIIIIIIIIIIIIII]> and <<(item (i) of [names v]) = [IIIIIIIIIIIIIIIIII ]> and <(item (i) of [names v]) = [8cwIKn89IIII ]>>> then\n replace item (i) of [scores v] with [0]\n end\n if <not <(item (i) of [scores v]) = [0]>> then\n Write Score (item (i) of [scores v]) at X (-70) Y ((100) - ((i) * (23))) (i)\n Encode (item (i) of [names v]) to number. \n if <<not <(item (i) of [names v]) = [IIIIIIIIIIIIIIIIIIII]>> and <<not <(item (i) of [names v]) = [IIIIIIIIIIIIIIIIII ]>> and <not <(item (i) of [names v]) = [8cwIKn89IIII ]>>>> then\n Write text (Output) at X (-40) Y ((100) - ((i) * (23)))\n end\n end\n set [tempdata v] to (join (join (tempData) (item (i) of [scores v])) (Output))\n change [i v] by (1)\nend\nif <save> then\n set [tempdata2 v] to []\n set [i v] to [1]\n repeat (256)\n set [tempdata2 v] to (join (tempData2) (letter (i) of (tempData)))\n change [i v] by (1)\n end\n set [☁ data1 v] to (tempData2)\n set [tempdata2 v] to []\n repeat (194)\n set [tempdata2 v] to (join (tempData2) (letter (i) of (tempData)))\n change [i v] by (1)\n end\n set [☁ data2 v] to (tempData2)\nend\n\ndefine CloudToLists\ndelete (all) of [scores v]\ndelete (all) of [names v]\nset [tempdata v] to (join (☁ Data1) (☁ Data2))\nset [i v] to [1]\nrepeat (10)\n set [temp. v] to []\n repeat (5)\n set [temp. v] to (join (Temp.) (letter (i) of (tempData)))\n change [i v] by (1)\n end\n add (Temp.) to [scores v]\n set [temp. v] to []\n repeat (40)\n set [temp. v] to (join (Temp.) (letter (i) of (tempData)))\n change [i v] by (1)\n end\n Decode (Temp.) to text.\n add (Output) to [names v]\nend\n\ndefine Write Score (score) at X (x) Y (y) (position)\ngo to x: (x) y: (y)\nset [iii v] to (length of (score))\nrepeat (length of (score))\n switch costume to (letter (iii) of (score))\n if <(costume [number v]) = [54]> then\n change x by (2)\n end\n set size to (60) %\n stamp\n change x by (-12)\n change [iii v] by (-1)\nend\nset x to ((x) - (70))\nif <<(position) = [1]> or <not <(item (position) of [scores v]) = (item ((position) - (1)) of [scores v])>>> then\n set [iii v] to ((2) * (position))\n repeat (2)\n switch costume to (join [l] (letter (iii) of (Positions)))\n set size to (60) %\n stamp\n change x by (-11)\n change [iii v] by (-1)\n end\n switch costume to (letter ((53) + (position)) of (Alphabet))\n change x by (-1)\n if <(position) = [1]> then\n change x by (2)\n end\n set size to (60) %\n stamp\n if <(position) = [10]> then\n change x by (-10)\n switch costume to (1 v)\n set size to (60) %\n stamp\n end\nelse\n change x by (-8)\n switch costume to (= v)\n set size to (60) %\n stamp\nend\n\ndefine Encode (name) to number. \nset [output v] to []\nset [letter# v] to [1]\nrepeat (20)\n switch costume to (costume1 v)\n switch costume to (letter (Letter#) of (name))\n if <(costume [number v]) = [1]> then\n set [findcharacter v] to [28]\n else\n set [findcharacter v] to [2]\n end\n repeat until <<(letter (Letter#) of (name)) = (letter (FindCharacter) of (Alphabet))> or <(FindCharacter) > [66]>>\n change [findcharacter v] by (1)\n end\n if <(FindCharacter) > [66]> then\n set [findcharacter v] to [01]\n else\n if <(length of (FindCharacter)) = [1]> then\n set [findcharacter v] to (join [0] (FindCharacter))\n end\n end\n set [output v] to (join (Output) (FindCharacter))\n change [letter# v] by (1)\nend\n\ndefine CheckScore (score)\nif <(score) > [0]> then\n set [wintype v] to [1]\nelse\n set [wintype v] to [0]\n stop [this script v]\nend\nset [temp. v] to (username)\nrepeat until <(length of (Temp.)) = [20]>\n set [temp. v] to (join (Temp.) [ ])\nend\nset [i v] to [1]\nrepeat until <<(i) = [11]> or <(Temp.) = (item (i) of [names v])>>\n change [i v] by (1)\nend\nif <(i) < [11]> then\n if <(item (i) of [scores v]) > (score)> then\n delete (i) of [scores v]\n delete (i) of [names v]\n add [0] to [scores v]\n add [-] to [names v]\n else\n set [wintype v] to [2]\n stop [this script v]\n end\nend\nset [i v] to [1]\nrepeat until <<(i) = [11]> or <(item (i) of [scores v]) > (score)>>\n change [i v] by (1)\nend\nif <(i) < [12]> then\n insert (score) at (i) of [scores v] \n repeat ((5) - (length of (score)))\n replace item (i) of [scores v] with (join [0] (item (i) of [scores v]))\n end\n insert (username) at (i) of [names v] \n delete (last) of [scores v]\n delete (last) of [names v]\n if <(i) = [1]> then\n set [wintype v] to [5]\n else\n if <(item # of (i) in [scores v]) = (item (1) of [scores v])> then\n set [wintype v] to [4]\n else\n set [wintype v] to [3]\n end\n end\nend\n\ndefine Decode (40 digit number) to text.\nset [output v] to []\nset [ii v] to [1]\nrepeat (20)\n set [output v] to (join (Output) (letter (join (letter (ii) of (40 digit number)) (letter ((ii) + (1)) of (40 digit number))) of (Alphabet)))\n change [ii v] by (2)\nend\n\ndefine Write text (encoded text) at X (x) Y (y)\ngo to x: (x) y: (y)\nset [iii v] to [1]\nrepeat (length of ((encoded text) / (2)))\n switch costume to (join (letter (iii) of (encoded text)) (letter ((iii) + (1)) of (encoded text)))\n set size to (60) %\n stamp\n if <(costume [number v]) < [28]> then\n change x by (13)\n else\n change x by (11)\n end\n if <<(costume [number v]) = [14]> or <(costume [number v]) = [24]>> then\n change x by (7)\n else\n if <<(costume [number v]) = [40]> or <(costume [number v]) = [50]>> then\n change x by (8)\n else\n if <<(costume [number v]) = [10]> or <<(costume [number v]) = [36]> or <(costume [number v]) = [37]>>> then\n change x by (-5)\n else\n if <<(costume [number v]) = [39]> or <(costume [number v]) = [54]>> then\n change x by (-3)\n end\n end\n end\n end\n change [iii v] by (2)\nend\n\nwhen I receive [hidehighscore v]\n\nwhen I receive [showhighscore v]\nCloudToLists\nCheckScore (round (timer))\nDisplayScores (round (timer)) & SaveToCloud? <(winType) > [2]>\nif <(winType) > [2]> then\n play sound [Ta Da-SoundBible.com-1884170640 v] until done\n if <(winType) > [3]> then\n start sound [Oh Yeah Female Voice-SoundBible.com-187589915 v]\n end\nelse\n if <(winType) = [1]> then\n start sound [Sad_Trombone-Joe_Lamb-665429450 v]\n end\nend\n\nwhen flag clicked\nerase all\nhide\ngo to x: (0) y: (0)\nbroadcast (hidehighscore v)\nset [alphabet v] to [ ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890-_= ]\nset [positions v] to [stndrdththththththth]\n\nwhen flag clicked\nbroadcast (hidehighscore v)\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset size to (80) %\nerase all\nwait (1) seconds\nbroadcast (showhighscore v)\n\nset [☁ data1 v] to [0]\nset [☁ data2 v] to [0]\n\nset [☁ data1 v] to []\n\nset [☁ data2 v] to []\n\nEncode [] to number. \nWrite text (Output) at X (-110) Y (-165)\n\nstop [all v]\n\n@online\n\ndefine value = read from encoded\nset [valeur v] to []\nforever\n set [idx v] to (join (letter (lettre #) of (encode)) (letter ((lettre #) + (1)) of (encode)))\n change [lettre # v] by (2)\n if <(IDX) < [1]> then\n stop [this script v]\n end\n set [valeur v] to (join (valeur) (item (IDX) of [code v]))\nend\n\ndefine begin decode of (encoded)\nset [encode v] to (encoded)\nset [lettre # v] to [1]\n\nwhen flag clicked\nset [my player v] to [0]\nset [max player v] to [5]\n\nwhen I start as a clone\ngo to (random position v)\n\ndefine setup players\nhide\nset [hors ligne v] to [100]\nset [color v] effect to (90)\nset [player # v] to [1]\nrepeat ((max player) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [c parti v]\nforever\n if <(MY player) = (player #)> then\n set [hors ligne v] to [100]\n else\n tick\n end\nend\n\ndefine valeur = cloud (player#)\nif <(player#) = [1]> then\n set [valeur v] to (☁ player1)\nelse\n if <(player#) = [2]> then\n set [valeur v] to (☁ player2)\n else\n if <(player#) = [3]> then\n set [valeur v] to (☁ player3)\n else\n if <(player#) = [4]> then\n set [valeur v] to (☁ player4)\n else\n if <(player#) = [5]> then\n set [valeur v] to (☁ player5)\n end\n end\n end\n end\nend\n\nset [my player v] to [1]\n\nwhen I receive [set up v]\nsetup players\n\ndefine tick\nvaleur = cloud (player #)\nif <(join [A] (valeur)) = (derniere valeur.)> then\n change [hors ligne v] by (1)\n if <(hors ligne) > [99]> then\n hide\n replace item (player #) of [player hors ligne? v] with [hors ligne]\n end\nelse\n set [derniere valeur. v] to (join [A] (valeur))\n if <[100] > (hors ligne)> then\n show\n replace item (player #) of [player hors ligne? v] with [actif]\n end\n set [hors ligne v] to [0]\nend\nbegin decode of (valeur)\nvalue = read from encoded\nvalue = read from encoded\nreplace item (player #) of [x player online v] with (valeur)\nvalue = read from encoded\nreplace item (player #) of [y player online v] with (valeur)\nvalue = read from encoded\nreplace item (player #) of [z player online v] with (valeur)\nvalue = read from encoded\nreplace item (player #) of [player rotation v] with (valeur)\nvalue = read from encoded\nreplace item (player #) of [level player online v] with (valeur)\nreplace item (MY player) of [x player online v] with (player x)\nreplace item (MY player) of [y player online v] with (player y)\nreplace item (MY player) of [z player online v] with (player z)\nreplace item (MY player) of [player rotation v] with (ROT Y)\nreplace item (MY player) of [player hors ligne? v] with [C moi]\nreplace item (MY player) of [level player online v] with (-level)\n\nwhen I receive [rejoindre v]\nvaleur = cloud (player #)\nset [derniere valeur. v] to (join [A] (valeur))\nwait (3) seconds\nvaleur = cloud (player #)\nif <(join [A] (valeur)) = (derniere valeur.)> then\n set [my player v] to (player #)\nend\n\nset [my player v] to [0]\n\nset [player # v] to [1]\n\nwhen I receive [connexion?... v]\nbroadcast (set up v) and wait\nbroadcast (rejoindre v) and wait\nbroadcast (C parti v)\n\ndefine cloud data\nset [encode v] to []\nwrite ((round (timer)) * (10)) to encoded\nwrite (player x) to encoded\nwrite (player y) to encoded\nwrite (player z) to encoded\nwrite (ROT Y) to encoded\nwrite (-level) to encoded\nset cloud (MY player) à (encode)\n\nwhen I receive [c parti v]\nforever\n if <(MY player) > [0]> then\n cloud data\n end\nend\n\ndefine set cloud (player#) à (valeur)\nif <(player#) = [1]> then\n set [☁ player1 v] to (valeur)\nelse\n if <(player#) = [2]> then\n set [☁ player2 v] to (valeur)\n else\n if <(player#) = [3]> then\n set [☁ player3 v] to (valeur)\n else\n if <(player#) = [4]> then\n set [☁ player4 v] to (valeur)\n else\n if <(player#) = [5]> then\n set [☁ player5 v] to (valeur)\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [lettre # v] to [1]\nrepeat (length of (val))\n set [encode v] to (join (encode) (item # of (letter (lettre #) of (val)) in [code v]))\n change [lettre # v] by (1)\nend\nset [encode v] to (join (encode) [00])\n\nadd [] to [x player online v]\nadd [] to [y player online v]\nadd [] to [player hors ligne? v]\nadd [] to [z player online v]\nadd [] to [player rotation v]\nadd [] to [level player online v]\n\n@th\n\nwhen flag clicked\nset [souris? v] to [0]\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [l v] key pressed\nif <(Souris?) = [0]> then\n set [souris? v] to [1]\n set [control v] to [mouse]\nelse\n set [souris? v] to [0]\n set [control v] to [arrow keys]\nend\n\nwhen [l v] key pressed\nshow variable [control v]\nwait (5) seconds\nhide variable [control v]\n\nset [ghost v] effect to (0)\n\n
Un platformer en ligne\nCe jeu est possible\nLes autres joueurs sont bleus\nLe rouge c'est de la lave\nLe jaune c'est un trampoline\n\nAn online platformer\nThis game is possible\nOther player are blue\nred is lava\nYellow is bouncer
Tank Stars - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <([costume # v] of [level v]) = [12]> then\n switch backdrop to (lava platformer v)\n end\n if <([costume # v] of [level v]) = [14]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@player\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (30) %\nswitch costume to (clone v)\nset [brightness v] effect to (40)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [movement x v] by (-.7)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [movement x v] by (.7)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [9]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [-2]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [movement y v] to [10]\n end\n change y by (-0.5)\n if <<touching (spikes v)?> or <touching (skip v)?>> then\n go to x: (-214) y: (15)\n end\n if <touching (bouncy v)?> then\n set [movement y v] to [15]\n end\nend\n\nwhen flag clicked\ngo to x: (-204) y: (-28)\nhide\nforever\n if <(x position) > [208]> then\n broadcast (NEXT LEVEL v)\n broadcast (next level v)\n go to x: (-204) y: (-1)\n set [movement x v] to [0]\n set [movement y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <(gun) = [mg]> then\n set [ammo v] to (item (1) of [ammo v])\n else\n if <(gun) = [burst]> then\n set [ammo v] to (item (2) of [ammo v])\n else\n if <(gun) = [shotgun]> then\n set [ammo v] to (item (3) of [ammo v])\n else\n if <(gun) = [sniper]> then\n set [ammo v] to (item (4) of [ammo v])\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <key (space v) pressed?> then\n repeat until <(size) = [110]>\n change size by (.5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-204) y: (-1)\n end\nend\n\nwhen flag clicked\nset [type v] to [computer]\nforever\n if <touching (spinny spikes v)?> then\n go to x: (-204) y: (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-204) y: (-1)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [switch v]\nswitch costume to (clone v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [16]> then\n hide\n broadcast (Hideeee v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [The best \(1\) v] until done\nend\n\n@turret\n\nwhen I receive [you won v]\ngo to (player v)\npoint in direction (60)\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nforever\n set [brightness v] effect to (0)\n go to [front v] layer\n point towards (mouse-pointer v)\n go to (player v)\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n if <touching (enemy bullet v)?> then\n change [brightness v] effect by (5)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [hideeee v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [fgf v]\nshow\n\n@computer bullet\n\nwhen I start as a clone\nshow\nif <not <(gun) = [shotgun]>> then\n set [innacuracy v] to (pick random (-1) to (1))\nelse\n set [innacuracy v] to (pick random (-5) to (5))\nend\ngo to (player v)\npoint towards (mouse-pointer v)\nturn right (innacuracy) degrees\nrepeat until <<touching (_edge_ v)?> or <<touching (enemy v)?> or <touching (level v)?>>>\n if <not <(gun) = [sniper]>> then\n move (17) steps\n else\n move (35) steps\n end\nend\ndelete this clone\n\nwhen [1 v] key pressed\nset [gun v] to [mg]\n\nwhen [2 v] key pressed\nset [gun v] to [burst]\n\nwhen [3 v] key pressed\nset [gun v] to [shotgun]\n\nwhen [4 v] key pressed\nset [gun v] to [sniper]\n\nwhen I start as a clone\nforever\n if <key (space v) pressed?> then\n repeat until <(size) = [110]>\n change size by (.5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-.5)\n end\n end\n if <(ammo) < [1]> then\n broadcast (I neeed ammo! v) and wait\n end\nend\n\nwhen [r v] key pressed\nforever\n if <(type) = [computer]> then\n if <<(ammo) < [1]> and <not <mouse down?>>> then\n if <(gun) = [mg]> then\n play sound [gun-reload v] until done\n replace item (1) of [ammo v] with [60]\n end\n if <(gun) = [burst]> then\n play sound [gun-reload v] until done\n replace item (2) of [ammo v] with [60]\n end\n if <(gun) = [sniper]> then\n play sound [sniper-reload v] until done\n replace item (4) of [ammo v] with [60]\n end\n if <(gun) = [shotgun]> then\n repeat (5)\n play sound [shotgun-reload v] until done\n replace item (3) of [ammo v] with ((item (3) of [ammo v]) + (2))\n end\n end\n end\n end\nend\n\nwhen I receive [sounds on v]\nset volume to (100) %\n\nwhen flag clicked\ndelete all of [ammo v]\nadd [30] to [ammo v]\nadd [33] to [ammo v]\nadd [5] to [ammo v]\nadd [5] to [ammo v]\nset volume to (100) %\n\nwhen flag clicked\nset [initial-reload v] to [1]\nwait until <(ammo) < [1]>\nset [initial-reload v] to [0]\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [4]> then\n set [gun v] to [sniper]\n end\nend\n\nwhen I receive [start computer v]\nset [gun v] to [mg]\nwait (1) seconds\nforever\n if <key (space v) pressed?> then\n if <(item (1) of [ammo v]) > [0]> then\n if <(gun) = [mg]> then\n replace item (1) of [ammo v] with ((item (1) of [ammo v]) - (1))\n start sound [machine gun shot v]\n create clone of (_myself_ v)\n wait (0.03) seconds\n end\n end\n if <(item (2) of [ammo v]) > [0]> then\n if <(gun) = [burst]> then\n repeat (3)\n replace item (2) of [ammo v] with ((item (2) of [ammo v]) - (1))\n start sound [burst shot v]\n create clone of (_myself_ v)\n wait (0.03) seconds\n end\n wait (0.25) seconds\n end\n end\n if <(item (3) of [ammo v]) > [0]> then\n if <(gun) = [shotgun]> then\n start sound [shotgun-shot v]\n replace item (3) of [ammo v] with ((item (3) of [ammo v]) - (1))\n repeat (4)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (0.03) seconds\n end\n play sound [shotgun-cycle v] until done\n end\n end\n if <(item (4) of [ammo v]) > [0]> then\n if <(gun) = [sniper]> then\n start sound [sniper-shot v]\n create clone of (_myself_ v)\n wait (.5) seconds\n replace item (4) of [ammo v] with ((item (4) of [ammo v]) - (1))\n play sound [sniper-cycle v] until done\n wait (.5) seconds\n end\n end\n end\nend\n\nwhen [space v] key pressed\nforever\n if <(type) = [computer]> then\n if <<(ammo) < [1]> and <key (space v) pressed?>> then\n if <(gun) = [mg]> then\n replace item (1) of [ammo v] with [30]\n play sound [gun-reload v] until done\n end\n end\n end\nend\n\nwhen I receive [start mobile v]\nstop [other scripts in sprite v]\n\nwhen I receive [hideeee v]\nhide\n\n@level\n\nwhen flag clicked\nswitch costume to (level2 v)\ngo to x: (0) y: (-90)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [xv v] to [0]\ngo to x: (0) y: (-90)\n\nwhen I receive [start v]\nshow\n\n@clouds\n\nwhen flag clicked\nforever\n wait (4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-300) y: (pick random (0) to (100))\n repeat until <[270] < (x position)>\n change x by (3)\n end\nelse\n go to x: (300) y: (pick random (0) to (100))\n repeat until <(x position) < [-290]>\n change x by (-3)\n end\nend\ndelete this clone\n\n@Platforms4\n\nwhen flag clicked\nforever\n go to x: (18) y: (-28)\n go to [back v] layer\nend\n\n@play\n\nwhen flag clicked\ngo to x: (2) y: (0)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n broadcast (Start v)\n hide\n wait until <not <mouse down?>>\n end\n else\n set size to (80) %\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [do not hide! v]\nshow\ngo to x: (-88) y: (-64)\n\nwhen this sprite clicked\nbroadcast (Time to hide v)\nhide\n\n@spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <([costume # v] of [level v]) = [1]> then\n switch costume to (level 1 v)\n go to x: (44) y: (-94)\n end\n if <([costume # v] of [level v]) = [2]> then\n switch costume to (level 2 v)\n go to x: (44) y: (-94)\n end\n if <([costume # v] of [level v]) = [3]> then\n switch costume to (level3 v)\n go to x: (44) y: (-94)\n end\n if <([costume # v] of [level v]) = [4]> then\n switch costume to (level 4 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [5]> then\n switch costume to (level5 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [6]> then\n switch costume to (level 6 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [7]> then\n switch costume to (level 7 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [8]> then\n switch costume to (level8 v)\n go to x: (104) y: (72)\n end\n forever\n if <([costume # v] of [level v]) = [9]> then\n show\n switch costume to (level9 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [10]> then\n show\n switch costume to (level10 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [11]> then\n show\n go to [back v] layer\n switch costume to (level11 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [12]> then\n show\n go to [back v] layer\n switch costume to (level12 v)\n go to x: (104) y: (72)\n end\n if <([costume # v] of [level v]) = [13]> then\n show\n go to [back v] layer\n switch costume to (level13 v)\n go to x: (104) y: (72)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [hideeee v]\nhide\n\n@spinny spikes\n\nwhen flag clicked\nswitch costume to (costume7 v)\nhide\nforever\n turn right (4) degrees\n go to [back v] layer\n if <([costume # v] of [level v]) = [3]> then\n go to x: (-38) y: (-108)\n show\n end\n if <([costume # v] of [level v]) = [5]> then\n go to x: (60) y: (-40)\n if <([costume # v] of [level v]) = [6]> then\n switch costume to (costume1 v)\n end\n if <([costume # v] of [level v]) = [7]> then\n switch costume to (costume7 v)\n show\n end\n if <([costume # v] of [level v]) = [9]> then\n show\n go to x: (196) y: (-108)\n end\n if <([costume # v] of [level v]) = [10]> then\n show\n go to x: (38) y: (-76)\n end\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\n if <([costume # v] of [level v]) = [15]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nswitch costume to (costume7 v)\nforever\n turn right (4) degrees\n go to [back v] layer\n if <([costume # v] of [level v]) = [3]> then\n go to x: (90) y: (-108)\n show\n end\n if <([costume # v] of [level v]) = [5]> then\n go to x: (-38) y: (-74)\n end\n if <([costume # v] of [level v]) = [6]> then\n switch costume to (costume1 v)\n end\n if <([costume # v] of [level v]) = [7]> then\n switch costume to (costume7 v)\n show\n go to x: (129) y: (-113)\n end\n if <([costume # v] of [level v]) = [9]> then\n show\n go to x: (201) y: (-113)\n end\n if <([costume # v] of [level v]) = [10]> then\n show\n go to x: (-130) y: (-45)\n end\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\n if <([costume # v] of [level v]) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [6]> then\n hide\n end\nend\n\nwhen I receive [hideeee v]\nhide\n\n@enemy\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\nforever\n if <(type) = [computer]> then\n if <([costume # v] of [level v]) = [4]> then\n go to x: (223) y: (75)\n switch costume to (costume1 v)\n glide (3) secs to x: (60) y: (75)\n switch costume to (costume2 v)\n glide (3) secs to x: (223) y: (75)\n end\n if <([costume # v] of [level v]) = [5]> then\n go to x: (219) y: (26)\n switch costume to (costume4 v)\n glide (8) secs to x: (-191) y: (-104)\n switch costume to (costume5 v)\n glide (8) secs to x: (219) y: (26)\n end\n if <([costume # v] of [level v]) = [6]> then\n hide\n end\n end\nend\n\ngo to x: (-204) y: (-1)\n\nwhen flag clicked\nforever\n if <touching (computer bullet v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(type) = [mobile]> then\n hide\n end\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (-177) y: (145)\nset [level v] to [1]\nhide\ngo to [front v] layer\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Next level v)\n end\n else\n set size to (80) %\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [hideeee v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-2) y: (109)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n end\n else\n set size to (80) %\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Hoe to\n\nwhen flag clicked\ngo to x: (4) y: (-59)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n broadcast (Do not hide! v)\n wait until <not <mouse down?>>\n end\n else\n set size to (80) %\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (236) y: (177)\n\nbroadcast (Time to hide v)\n\n@Sprite6\n\nwhen I receive [do not hide! v]\nshow\ngo to x: (29) y: (77)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [time to hide v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [level v]) = [6]> then\n show\n go to x: (36) y: (28)\n end\n if <([costume # v] of [level v]) = [7]> then\n hide\n end\nend\n\n@bouncy\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [level v]) = [3]> then\n hide\n end\n if <([costume # v] of [level v]) = [4]> then\n hide\n end\n if <([costume # v] of [level v]) = [6]> then\n show\n switch costume to (costume2 v)\n end\n if <([costume # v] of [level v]) = [7]> then\n hide\n end\n if <([costume # v] of [level v]) = [8 ]> then\n show\n go to x: (-103) y: (-108)\n switch costume to (costume2 v)\n end\n if <([costume # v] of [level v]) = [8 ]> then\n hide\n end\n if <([costume # v] of [level v]) = [9]> then\n hide\n end\nend\n\nwhen backdrop switches to [game_over v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@mobile\n\nwhen flag clicked\ngo to x: (-85) y: (-61)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n switch costume to (costume2 v)\n set [type v] to [mobile]\n wait until <not <mouse down?>>\n end\n else\n set size to (80) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Start Mobile v)\n\n@computer\n\nwhen flag clicked\ngo to x: (94) y: (-59)\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n switch costume to (costume3 v)\n set [type v] to [computer]\n wait until <not <mouse down?>>\n end\n else\n set size to (80) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Start computer v)\n\n@mobile bullet\n\nwhen I receive [sounds on v]\nset volume to (100) %\n\nwhen flag clicked\ndelete all of [ammo v]\nadd [30] to [ammo v]\nadd [33] to [ammo v]\nadd [5] to [ammo v]\nadd [5] to [ammo v]\nset volume to (100) %\n\nwhen flag clicked\nset [initial-reload v] to [1]\nwait until <(ammo) < [1]>\nset [initial-reload v] to [0]\n\nwhen I receive [shoot v]\nset [gun v] to [mg]\nstart sound [machine gun shot v]\ncreate clone of (_myself_ v)\nwait (0.03) seconds\n\nwhen I receive [hideeee v]\nhide\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint towards (mouse-pointer v)\nturn right (innacuracy) degrees\nrepeat until <<touching (_edge_ v)?> or <<touching (enemy v)?> or <touching (level v)?>>>\n if <not <(gun) = [sniper]>> then\n move (17) steps\n else\n move (35) steps\n end\nend\ndelete this clone\n\n@cykcyk2\n\nglide (0.5) secs to x: (0) y: (-400)\n\nwhen I receive [menu v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (100) %\nhide\nwait (3) seconds\nshow\ngo to x: (0) y: (-200)\nset [y speed v] to [19]\nrepeat (20)\n change y by (y speed)\n change [y speed v] by (-1)\nend\nrepeat (25)\n switch costume to (costume3 v)\n change size by (((1800) - (size)) / (6))\n switch costume to (costume1 v)\nend\nswitch costume to (costume2 v)\nwait (0.5) seconds\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (-90)\n show\n switch costume to (logo\[white\] v)\n repeat until <<(round (direction)) = [90]> and <(round (size)) = [100]>>\n set [bounce v] to ((((100) - (size)) * (0.1)) + ((Bounce) * (0.8)))\n go to [front v] layer\n change [ghost v] effect by (-5)\n change size by (Bounce)\n turn right (((90) - (direction)) / (8)) degrees\n end\n wait (0.3) seconds\n set [clone id v] to [3]\n hide\n wait (0.1) seconds\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (-90)\n show\n switch costume to (logo\[orange\] v)\n repeat until <(round (size)) = [80]>\n set [bounce v] to ((((80) - (size)) * (0.1)) + ((Bounce) * (0.8)))\n change size by (Bounce)\n go to [front v] layer\n end\n wait (0.15) seconds\n repeat (10)\n change x by ((-15) - ((x position) / (8)))\n end\n set [clone id v] to [4]\n wait (1.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [clone id v] to [0]\ngo to x: (400) y: (0)\nhide\nset [clone id v] to [1]\nset volume to (100) %\nstart sound [Intro v]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone id v] to [2]\nrepeat until <(Clone ID) = [3]>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait until <(Clone ID) = [4]>\nwait (0.1) seconds\nset [clone id v] to [i]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone id v] to [d]\ncreate clone of (_myself_ v)\nwait (1) seconds\nrepeat (10)\n set [clone id v] to [7]\n create clone of (_myself_ v)\n wait (.085) seconds\nend\nset [clone id v] to [Done]\nrepeat (33)\n change volume by (-3.3333333333333333333333333333)\nend\nstop all sounds\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (100) %\n point in direction (90)\n switch costume to (screen v)\n repeat until <(round (x position)) = [0]>\n show\n set [brightness v] effect to ((0) + ((20) * ([cos v] of (() * (170)) )))\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (5)\n end\n broadcast (MENU v)\n delete this clone\nend\n\ndefine Particles\nset [clone id v] to [p]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [p]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (particles 1 v)\n else\n switch costume to (particles 2 v)\n end\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n set size to (200) %\n show\n set [yv v] to (pick random (0.) to (20.))\n set [xv v] to (pick random (-10.) to (10.))\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change y by (yv)\n change x by (xv)\n change [yv v] by (-0.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [i]> then\n go to x: (400) y: (-10)\n set [ghost v] effect to (100)\n switch costume to (i v)\n set size to (80) %\n show\n repeat (20)\n change x by ((-2) - ((x position) / (8)))\n change [ghost v] effect by (-5)\n end\n wait (.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [d]> then\n go to x: (400) y: (-10)\n set [ghost v] effect to (100)\n switch costume to (d v)\n set size to (80) %\n show\n repeat (20)\n change x by ((8) - ((x position) / (8)))\n change [ghost v] effect by (-5)\n end\n wait (.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n go to x: (-10) y: (-400)\n set [ghost v] effect to (0)\n switch costume to (screen v)\n set size to (120) %\n show\n repeat until <(round (x position)) = [0]>\n go to [front v] layer\n show\n set [brightness v] effect to ((0) + ((20) * ([cos v] of ((timer) * (170)) )))\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [trans on or off v] to [On]\ngo [forward v] (1000) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nwait (0.6) seconds\nchange x by (-15)\nrepeat (5)\n change x by (-80)\nend\nset [trans on or off v] to [Off]\nhide\nbroadcast (fgf v)\n\n
Click the green flag twice! Use arrow keys WASD keys or mobile to play, please choose Mobile or Computer, if you don't it won't work.\nI have spent a lot on this and worked really hard so, please follow give a ❤️ and ⭐️ . Please send the link of my game to other scratchers or friends you want.\nMy other platformers:\nhttps://scratch.mit.edu/projects/409520215/\nhttps://scratch.mit.edu/projects/408384610/\n\nMy other NOT platformer games:\nhttps://scratch.mit.edu/projects/406797925/\nhttps://scratch.mit.edu/projects/405394516/
platformer v.7.6.45
@Stage\n\nwhen flag clicked\nforever\n play sound [bgm_02_missiondungeon v] until done\nend\n\n@플레이어\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-213) y: (-50)\nforever\n create clone of (_myself_ v)\nend\n\ndefine 생성 및 크기\nswitch costume to (모양 1 v)\nset size to (100) %\ngo to x: (-213) y: (-50)\n\ndefine 중력\nshow\nset size to (100) %\nswitch costume to (1 v)\ngo to x: (-219) y: (-29)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.7)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (땅 v)?> then\n change y by (1)\n if <touching (땅 v)?> then\n change y by (1)\n if <touching (땅 v)?> then\n change y by (1)\n if <touching (땅 v)?> then\n change y by (1)\n if <touching (땅 v)?> then\n change y by (1)\n if <touching (땅 v)?> then\n change x by ((x) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (땅 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (땅 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <touching (lava v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-213) y: (-50)\n end\n if <touching (lava2 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-213) y: (-50)\n end\n if <touching (물 v)?> then\n set [y v] to [-3]\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 [4]\n end\n end\nend\n\nwhen I start as a clone\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (10)\n change [color v] effect by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n 생성 및 크기\n 중력\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) = [240]> then\n change [level v] by (1)\n broadcast (next level v)\n end\n if <(y position) = [-179]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-213) y: (-50)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-213) y: (-50)\n\nwhen flag clicked\nforever\n 포탈에 닿았는가?\nend\n\ndefine 포탈에 닿았는가?\nif <touching (포탈1 v)?> then\n go to (포탈2 v)\n change y by (-8)\nend\n\n@땅\n\nwhen flag clicked\ngo to x: (16) y: (1)\nforever\n switch costume to (level)\nend\n\n@설명\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n repeat (10)\n change [ghost v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (-5)\n end\nend\nhide\n\n@lava\n\nwhen flag clicked\ngo to x: (16) y: (1)\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(level) = [3]> then\n switch costume to (모양 1 v)\n show\nend\nif <(level) = [4]> then\n hide\nend\nif <(level) = [8]> then\n switch costume to (모양 2 v)\n show\nend\nif <(level) = [9]> then\n switch costume to (모양 3 v)\n show\nend\nif <(level) = [12]> then\n hide\nend\nif <(level) = [13]> then\n switch costume to (모양 4 v)\n show\nend\nif <(level) = [14]> then\n hide\nend\n\n@빛\n\nwhen flag clicked\nset size to (50) %\nshow\nforever\n repeat (10)\n go to (플레이어 v)\n change size by (2)\n turn right (2) degrees\n end\n repeat (10)\n go to (플레이어 v)\n change size by (-2)\n turn right (2) degrees\n go to [back v] layer\n end\nend\n\n@가는법\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(level) = [6]> then\n go to x: (36) y: (28)\n switch costume to (모양 1 v)\n show\nend\nif <(level) = [7]> then\n hide\nend\nif <(level) = [17]> then\n go to x: (31) y: (3)\n switch costume to (모양 2 v)\n show\nend\nif <(level) = [18]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n@다음으로\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (다음 v)\n\n@lava2\n\nwhen flag clicked\ngo to x: (-35) y: (-24)\nhide\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n switch costume to (모양 1 v)\n show\nend\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n forever\n wait (3) seconds\n show\n wait (2) seconds\n hide\n end\nelse\n hide\n stop [this script v]\nend\n\n@skip\n\nwhen flag clicked\nset [skip v] to [0]\nset [ghost v] effect to (0)\nforever\n if <key (s v) pressed?> then\n if <(level) = [18]> then\n switch costume to (모양 2 v)\n show\n else\n show\n switch costume to (모양 1 v)\n change [skip v] by (1)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next level v)\n wait until <not <key (s v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <key (s v) pressed?> then\n repeat (10)\n repeat (10)\n change [ghost v] effect by (5)\n wait (0.03) seconds\n end\n repeat (10)\n change [ghost v] effect by (-5)\n wait (0.03) seconds\n end\n hide\n end\n end\nend\n\n@물\n\nwhen flag clicked\ngo to x: (0) y: (-43)\nhide\nforever\n go to [back v] layer\n if <(level) = [12]> then\n switch costume to (모양 1 v)\n show\n end\n if <(level) = [13]> then\n switch costume to (모양 2 v)\n show\n end\n if <(level) = [14]> then\n hide\n end\nend\n\n@점수에 대해?\n\ndefine 스킵을 했는가?\nif <(level) = [18]> then\n show variable [skip v]\n show variable [시험 v]\n show\n if <(skip) = [0]> then\n set [시험 v] to [You can't do it.\(A nuclear man?\)]\n else\n if <(skip) = [1]> then\n set [시험 v] to [good!!]\n else\n if <(skip) = [2]> then\n set [시험 v] to [not bed^^]\n else\n if <(skip) = [3]> then\n set [시험 v] to [hmm...]\n else\n if <(skip) = [4]> then\n set [시험 v] to [try again~~]\n else\n if <(skip) = [5]> then\n set [시험 v] to [Is it hard? bed...]\n else\n if <(skip) = [6]> then\n set [시험 v] to [try and try and try...]\n else\n if <(skip) = [7]> then\n set [시험 v] to [try again...]\n else\n if <[7] < (skip)> then\n set [시험 v] to [what!! so hard??]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat (10)\n 살피기\n hide\nend\n\nwhen flag clicked\nforever\n 스킵을 했는가?\nend\n\ndefine 살피기\nrepeat (10)\n set [시험 v] to []\n hide variable [시험 v]\n hide variable [skip v]\nend\n\n@퀄리티 up~~\n\nwhen flag clicked\nswitch costume to (모양 1 v)\ngo to [back v] layer\nset [ghost v] effect to (70)\nshow\n\nwhen I receive [next level v]\nif <(level) = [10]> then\n set [ghost v] effect to (50)\n switch costume to (모양 2 v)\nend\n\nwhen I receive [next level v]\nif <(level) = [16]> then\n hide\nend\n\n@Portal_logo\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@포탈1\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [next level v]\nif <<(level) = [16]> or <(level) = [17]>> then\n show\n if <<(level) = [16]> or <(level) = [17]>> then\n if <(level) = [16]> then\n go to x: (-115) y: (-95)\n point in direction (180)\n end\n end\nelse\n hide\nend\n\nwhen I receive [next level v]\n\n@포탈2\n\nwhen I receive [next level v]\nif <<(level) = [16]> or <(level) = [17]>> then\n show\n if <<(level) = [16]> or <(level) = [17]>> then\n if <(level) = [16]> then\n point in direction (180)\n go to x: (215) y: (65)\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\n@천둥\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <<(level) = [16]> or > then\n show\n set [ghost v] effect to (100)\n wait (pick random (1) to (3)) seconds\n clear graphic effects\n repeat (3)\n change [ghost v] effect by (-10)\n wait (pick random (0.1) to (0.3)) seconds\n change [ghost v] effect by (10)\n end\n wait (0.1) seconds\n hide\n else\n hide\n end\nend\n\n
...드디어 만들었습니다... 설명 읽으시고 하세요.\nHello. This game moves with arrow keys,w,a,s,d.\nI made this game without no copying anything. Thank you very much.\ns to skip level. 1.key:Blue portal 2.key:Red portal
Scribble || A Multiplayer Cloud Scrolling Platformer #all #games #semdebron
@Stage\n\nwhen flag clicked\nset [score v] to [0]\n\n@AntiLag\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 (platform 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 [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\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\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 <[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) < [4]> then\n set [sy v] to [16]\n if <(inair) = [0]> then\n change [jumps v] by (1)\n end\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 <[2649] < (SCROLL X)> then\n set [scroll x v] to [2649]\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 <(y) < [-175]> then\n set [exit v] to [die]\n change [die v] by (1)\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [exit v] to [die]\n change [die v] by (1)\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\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 (-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 (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\ngo to x: (-168) y: (-107)\nset [max players v] to [8]\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 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\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nwhen flag clicked\nforever\n set [score v] to (join (COINS) (join [/] (COINS TOTAL)))\nend\n\n@opponents\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 (0)\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 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 (join (player #) (join [:] (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\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@PLATFORM\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [125] Y [265]\n CLONE AT X [-40] Y [360]\n CLONE AT X [-660] Y [160]\n CLONE AT X [60] Y [760]\n CLONE AT X [20] Y [460]\n CLONE AT X [380] Y [540]\n CLONE AT X [267] Y [578]\n CLONE AT X [310] Y [70]\n CLONE AT X [310] Y [50]\n CLONE AT X [310] Y [70]\n CLONE AT X [370] Y [70]\n CLONE AT X [370] Y [0]\n CLONE AT X [331] Y [262]\n CLONE AT X [310] Y [70]\n CLONE AT X [310] Y [0]\n CLONE AT X [370] Y [70]\n CLONE AT X [370] Y [0]\n CLONE AT X [500] Y [245]\n CLONE AT X [430] Y [70]\n CLONE AT X [430] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [0] Y [360]\n CLONE AT X [400] Y [320]\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\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\n\nchange [x v] by (x)\nchange [y v] by (y)\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((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 [-860] Y [160]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [-10]\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 CLONE AT X [400] Y [360]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\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@Thumbnail\n\nwhen flag clicked\nset [joined? v] to [false]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait until <(JOINED?) = [true]>\nrepeat (8)\n change [ghost v] effect by (12.5)\nend\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nset [joined? v] to [false]\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nset [joined? v] to [false]\ngo to [front v] layer\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nset [joined? v] to [true]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Art\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]\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 [-170] Y [400]\n CLONE AT X [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 CLONE AT X [400] Y [320]\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\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\n\n@FINISH\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(COINS) = (COINS TOTAL)> then\n set [won? v] to [true]\n end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (blank v)\n CLONE AT X [290] Y [840]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [0] Y [360]\n CLONE AT X [400] Y [320]\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\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@Coins\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 [coins total v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n CLONE AT X [-150] Y [100]\n CLONE AT X [-150] Y [160]\n CLONE AT X [170] Y [-90]\n CLONE AT X [210] Y [-90]\n CLONE AT X [250] Y [-90]\n CLONE AT X [40] Y [633]\n CLONE AT X [175] Y [703]\n CLONE AT X [460] Y [505]\n CLONE AT X [515] Y [570]\n CLONE AT X [150] Y [640]\n CLONE AT X [200] Y [640]\n CLONE AT X [250] Y [645]\n CLONE AT X [455] Y [740]\n CLONE AT X [90] Y [450]\n CLONE AT X [180] Y [455]\n CLONE AT X [260] Y [450]\n CLONE AT X [284] Y [-84]\n CLONE AT X [119] Y [-93]\n CLONE AT X [401] Y [445]\n CLONE AT X [635] Y [520]\n CLONE AT X [635] Y [480]\n CLONE AT X [635] Y [440]\n CLONE AT X [635] Y [400]\n CLONE AT X [635] Y [360]\n CLONE AT X [635] Y [760]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n CLONE AT X [-150] Y [200]\n CLONE AT X [-150] Y [160]\n CLONE AT X [-150] Y [50]\n end\nend\nset [x v] to [-99999]\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)\nset [x v] to (x)\nset [y v] to (y)\nchange [coins total v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [won? v] to [false]\nhide\nforever\n if <(WON?) = [true]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (8)\n change [ghost v] effect by (-12.5)\n end\n end\nend\n\n@Achievements\n\nwhen flag clicked\nset [die v] to [0]\nset [jumps v] to [0]\nhide\nset [achievement v] to [false]\nset [ghost v] to [100]\nset [ghost v] effect to (ghost)\nforever\n go to x: (120) y: (-136)\n switch costume to (COSTUME ACHIEVEMENTS)\n if <(ACHIEVEMENT) = [true]> then\n show\n repeat (ghost)\n change [ghost v] effect by (-1)\n end\n if <(JUMPS) = [10]> then\n wait until <not <(JUMPS) = [10]>>\n else\n if <(JUMPS) = [25]> then\n wait until <not <(JUMPS) = [25]>>\n else\n if <(JUMPS) = [50]> then\n wait until <not <(JUMPS) = [50]>>\n else\n if <(JUMPS) = [100]> then\n wait until <not <(JUMPS) = [100]>>\n else\n if <(DIE) = [10]> then\n wait until <not <(DIE) = [10]>>\n else\n if <(DIE) = [25]> then\n wait until <not <(DIE) = [25]>>\n else\n if <(DIE) = [50]> then\n wait until <not <(DIE) = [50]>>\n else\n if <(DIE) = [100]> then\n wait until <not <(DIE) = [100]>>\n else\n if <(WON?) = [true]> then\n wait until <not <(WON?) = [true]>>\n end\n end\n end\n end\n end\n end\n end\n end\n end\n repeat (ghost)\n change [ghost v] effect by (1)\n end\n hide\n set [achievement v] to [false]\n end\n if <(JUMPS) = [10]> then\n set [achievement v] to [true]\n set [costume achievements v] to [2]\n else\n set [achievement v] to [false]\n if <(JUMPS) = [25]> then\n set [achievement v] to [true]\n set [costume achievements v] to [3]\n else\n set [achievement v] to [false]\n if <(JUMPS) = [50]> then\n set [achievement v] to [true]\n set [costume achievements v] to [4]\n else\n set [achievement v] to [false]\n if <(JUMPS) = [100]> then\n set [achievement v] to [true]\n set [costume achievements v] to [5]\n else\n set [achievement v] to [false]\n if <(WON?) = [true]> then\n set [achievement v] to [true]\n set [costume achievements v] to [6]\n else\n set [achievement v] to [false]\n if <(DIE) = [10]> then\n set [achievement v] to [true]\n set [costume achievements v] to [7]\n else\n set [achievement v] to [false]\n if <(DIE) = [25]> then\n set [achievement v] to [true]\n set [costume achievements v] to [8]\n else\n set [achievement v] to [false]\n if <(DIE) = [50]> then\n set [achievement v] to [true]\n set [costume achievements v] to [9]\n else\n set [achievement v] to [false]\n if <(DIE) = [100]> then\n set [achievement v] to [true]\n set [costume achievements v] to [10]\n else\n set [achievement v] to [false]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n
The Lost Light (scrolling platformer) ✦ TimMcCool games
@Stage\n\nwhen flag clicked\nforever\n set [fps v] to (round ((1) / ((timer) - (prevtime))))\n set [prevtime v] to (timer)\n clear graphic effects\nend\n\nwait (0) seconds\n\n@b l a n k\n\n@ground\n\nwhen I receive [update v]\ngo to [front v] layer\ngo [backward v] (22) layers\nif <(Level) = [4]> then\n position (((x) + (400)) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position (((((x) + (x+)) + (([sin v] of ((timer) * (x\[\])) ) * (x \(\)))) + (0)) - (SCROLL X)) (((y) + (([sin v] of ((timer) * (y \[\])) ) * (y \(\)))) - (SCROLL Y))\n if <touching (box v)?> then\n if <(Level) > [7]> then\n if <(id) = [10]> then\n set [impulsex v] to ((([sin v] of (((timer) + ((1) / (fps))) * (x\[\])) ) * (x \(\))) - (([sin v] of ((timer) * (x\[\])) ) * (x \(\))))\n end\n if <(id) = [11]> then\n set [impulsex v] to ((([sin v] of (((timer) + ((1) / (fps))) * (x\[\])) ) * (x \(\))) - (([sin v] of ((timer) * (x\[\])) ) * (x \(\))))\n end\n end\n end\n switch costume to (hack v)\n set size to (100) %\n switch costume to (join (join (Level) [_]) (id))\n next costume\n if <touching (box v)?> then\n if <(id) = [20]> then\n if <(key.unlock) = [1]> then\n set [key.unlock v] to [0]\n end\n end\n end\n switch costume to (hack v)\n set size to (100) %\n switch costume to (join (join (Level) [_]) (id))\nend\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nset [x\[\] v] to []\nset [x \(\) v] to [0]\nset [y \[\] v] to []\nset [y \(\) v] to [0]\nif <(Level) = [1]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [x v] to [-900]\n set [y v] to [-360]\n repeat (3)\n clone\n end\nend\nif <(Level) = [2]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [3]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [4]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [7]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [5]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [8]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [x \(\) v] to [150]\n set [x\[\] v] to [80]\n set [x v] to [150]\n set [y v] to [-160]\n set [id v] to [10]\n create clone of (_myself_ v)\n set [x \(\) v] to [120]\n set [x\[\] v] to [80]\n set [x v] to [900]\n set [y v] to [-70]\n set [id v] to [11]\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (4)\n clone\n end\nend\nif <(Level) = [9]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [x \(\) v] to [150]\n set [x\[\] v] to [80]\n set [x v] to [150]\n set [y v] to [-160]\n set [id v] to [10]\n create clone of (_myself_ v)\n set [x \(\) v] to [-150]\n set [x\[\] v] to [80]\n set [x v] to [600]\n set [y v] to [-160]\n set [id v] to [11]\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [id v] to [20]\n set [x v] to [462]\n set [y v] to [-280]\n create clone of (_myself_ v)\n set [x v] to [100000000000000000000]\n set [y v] to [0]\n set [id v] to [0]\n set [id v] to [3]\nend\nif <(Level) = [11]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [id v] to [20]\n set [x v] to [0]\n set [y v] to [-280]\n create clone of (_myself_ v)\n set [x v] to [100000000000000000000]\n set [y v] to [0]\n set [id v] to [0]\n set [id v] to [3]\nend\nif <(Level) = [12]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\n\ndefine position (x) (y)\nswitch costume to (join (join (Level) [_]) (id))\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\ndefine clone\nchange [id v] by (1)\nchange [x v] by (450)\nset [x+ v] to [0]\ncreate clone of (_myself_ v)\n\nchange [level v] by (-1)\n\nwhen I receive [ded v]\nset [x+ v] to [0]\n\nwhen I start as a clone\nforever\n if <(id) = [20]> then\n wait until <(key.unlock) = [1]>\n wait until <(key.unlock) = [0]>\n start sound [coin smw v]\n repeat (3)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@box\n\ndefine Physics\nset size to (60) %\ngo to [front v] layer\ngo [backward v] (20) layers\nif <(timer) > [1]> then\n if <([abs v] of (sx) ) < [17]> then\n if <<key (right arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (90)) ) < [67]>>> then\n change [sx v] by (4)\n else\n if <<key (left arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (-90)) ) < [67]>>> then\n change [sx v] by (-4)\n end\n end\n end\n if <<key (up arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of (joystick.impulse.direction) ) < [67]>>> then\n if <[equipped v] contains [4]?> then\n set [sy v] to [8]\n else\n if <(air) < [1]> then\n if <[equipped v] contains [1]?> then\n set [sy v] to [24]\n else\n set [sy v] to [17]\n end\n change [stats:jumps v] by (1)\n end\n end\n end\n if <(b) = [1]> then\n broadcast (boing v)\n set [sy v] to [25]\n set [sj v] to [-70]\n end\n change [sy v] by (-1.3)\n set [sx v] to ((sx) * (0.6))\n if <(sy) < [-10]> then\n set [sy v] to [-10]\n end\n change [x v] by (impulsex)\n change [y v] by (impulsey)\n set [impulsex v] to [0]\n set [impulsey v] to [0]\n x (sx)\n y (sy)\nend\nset [y v] to (round (y))\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (4)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nset [scroll x v] to (round (SCROLL X))\nset [scroll y v] to (round (SCROLL Y))\nScrollYMin\ngoto\nif <touching (ground3 v)?> then\n set [win? v] to [1]\nend\nset size to (70) %\ngoto\n\nset [x v] to (round (x))\nset [y v] to (round (y))\n\ndefine y (sy)\nchange [y v] by (sy)\nchange [air v] by (1)\ngoto\nrepeat until <not <touching (ground v)?>>\n if <([abs v] of (sy) ) = (sy)> then\n set [sy v] to [0]\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [air v] to [0]\n set [air v] to [0]\n set [sy v] to [0]\n if <[-7] > (sy)> then\n start sound [Landing v]\n end\n end\n goto\nend\n\ndefine x (sx)\nchange [x v] by (sx)\ngoto\nif <touching (ground v)?> then\n change [air v] by (1)\n repeat (10)\n change [y v] by (1)\n goto\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n change [x v] by ((0) - (sx))\n goto\n set [sx v] to [0]\n if <<key (up arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of (joystick.impulse.direction) ) < [67]>>> then\n if <[equipped v] contains [2]?> then\n set [sy v] to [22]\n if <(sx) > [0]> then\n set [sx v] to [-20]\n else\n set [sx v] to [20]\n end\n else\n set [sy v] to [12]\n if <(sx) > [0]> then\n set [sx v] to [-20]\n else\n set [sx v] to [20]\n end\n end\n change [stats:walljumps v] by (1)\n start sound [Jump v]\n end\nend\n\ndefine goto\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\nset [level v] to [0]\nbroadcast (intro v) and wait\nset [level v] to [-1]\nbroadcast (story v) and wait\nbroadcast (start background fog v)\nset [level v] to [1]\nIntialize\nbroadcast (next2 v)\nforever\n if <(win?) = [0]> then\n if <(die) = [0]> then\n broadcast (update v)\n broadcast (after-update v)\n else\n change [stats:deaths+restart v] by (1)\n start sound [Crunch v]\n set [sx v] to [-2]\n set [sy v] to [12]\n set [d.br v] to [120]\n repeat (30)\n change [d.br v] by ((d.br) / (-12))\n set size to (60) %\n set [brightness v] effect to (d.br)\n change x by (sx)\n change y by (sy)\n change [sy v] by (-1.2)\n end\n clear graphic effects\n broadcast (ded v)\n set [sy v] to [0]\n set [sx v] to [0]\n set [air v] to [0]\n set [scroll y v] to [-158]\n set [scroll x v] to [-162]\n set [x v] to [-162]\n set [y v] to [-158]\n set [die v] to [0]\n set [win? v] to [0]\n set [die v] to [0]\n ScrollYMin\n repeat (2)\n broadcast (update v)\n goto\n end\n end\n else\n broadcast (me.win v)\n broadcast (win v) and wait\n Intialize\n broadcast (next2 v)\n end\nend\n\nwhen I receive [after-update v]\nPhysics\n\ndefine Intialize\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nshow\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nbroadcast (setup v) and wait\nbroadcast (update v) and wait\nbroadcast (render grass v) and wait\nset [scroll x v] to [-162]\nset [scroll y v] to [-170]\nScrollYMin\nset [x v] to [-162]\nset [y v] to [-170]\nbroadcast (update v)\nset [air v] to [10]\nset [die v] to [0]\nset [win? v] to [0]\nset volume to (100) %\nreset timer\n\nwhen flag clicked\nset volume to (0) %\nwait (2) seconds\nset volume to (100) %\nstart sound [High Hat v]\nwait (1) seconds\nset volume to (0) %\nwait (3) seconds\nforever\n if <(die) = [0]> then\n if <<key (right arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (90)) ) < [67]>>> then\n switch costume to (r v)\n else\n if <<key (left arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (-90)) ) < [67]>>> then\n switch costume to (l v)\n else\n if <<key (up arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (0)) ) < [67]>>> then\n switch costume to (u v)\n else\n if <<(pick random (1) to (30)) = [1]> and <(timer) > [3]>> then\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (1 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (2 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (3 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (4 v)\n end\n end\n repeat (7)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (5 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (4 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (3 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (2 v)\n end\n end\n repeat (1)\n if <(die) = [1]> then\n switch costume to (5 v)\n else\n switch costume to (1 v)\n end\n end\n else\n switch costume to (n v)\n end\n end\n end\n end\n else\n switch costume to (7 v)\n end\nend\n\ndefine ScrollYMin\nif <(Level) = [1]> then\n if <(SCROLL Y) < [-70]> then\n set [scroll y v] to [-70]\n end\nend\nif <(Level) = [2]> then\n if <(SCROLL Y) < [-120]> then\n set [scroll y v] to [-120]\n end\nend\nif <(Level) = [3]> then\n if <(SCROLL Y) < [-170]> then\n set [scroll y v] to [-170]\n end\nend\nif <(Level) = [4]> then\n if <(SCROLL Y) < [-170]> then\n set [scroll y v] to [-170]\n end\nend\nif <(Level) = [8]> then\n if <(SCROLL Y) < [-210]> then\n set [scroll y v] to [-210]\n end\nend\nif <(Level) = [6]> then\n if <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\n end\nend\nif <(Level) = [7]> then\n if <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\n end\nend\nif <(Level) = [5]> then\n if <(SCROLL Y) < [-145]> then\n set [scroll y v] to [-145]\n end\nend\nif <(Level) = [9]> then\n if <(SCROLL Y) < [-190]> then\n set [scroll y v] to [-190]\n end\nend\nif <(Level) = [10]> then\n if <(SCROLL Y) < [-190]> then\n set [scroll y v] to [-190]\n end\nend\nif <(Level) = [11]> then\n if <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\n end\n if <[50] < (SCROLL Y)> then\n set [scroll y v] to [50]\n end\nend\nif <(Level) = [12]> then\n if <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\n end\nend\nif <(Level) = [12]> then\n if <(SCROLL X) < [-200]> then\n set [scroll x v] to [-200]\n end\nend\nif <(Level) = [12]> then\n if <[800] < (SCROLL X)> then\n set [scroll x v] to [800]\n end\nend\nif <(Level) = [13]> then\n set [scroll x v] to [0]\n if <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\n end\nend\n\nwhen flag clicked\nset [b v] to [0]\n\nwhen I receive [boing v]\nset [b v] to [0]\nwait (0.1) seconds\nstart sound [smw_spring_jump v]\n\nwhen I receive [show bar v]\nforever\n set volume to (([abs v] of ((mute.sound) - (1)) ) * (100)) %\nend\n\nwhen I receive [me.win v]\nif <(skipped) = [0]> then\n start sound [Collect v]\n repeat (10)\n change x by (((x position) - ([x position v] of [ground3 v])) / (-6))\n change y by (((y position) - ([y position v] of [ground3 v])) / (-6))\n broadcast (update v)\n end\nelse\n set [skipped v] to [0]\nend\nset volume to (0) %\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [introtext v] to [0]\n\nwhen I receive [stoap v]\nstop [other scripts in sprite v]\n\n@Fog\n\nwhen I start as a clone\nset x to (554)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-2)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\nwhen I receive [start background fog v]\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-554]> then\n hide\n end\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground2\n\nwhen I receive [update v]\nset [ghost v] effect to (1)\ngo to [front v] layer\ngo [backward v] ((id) + (30)) layers\nif <(Level) = [4]> then\n position (((x) + (400)) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [1]> then\n set [x v] to [-450]\n set [y v] to [0]\n set [id v] to [0]\n repeat (2)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [2]> then\n set [x v] to [-450]\n set [y v] to [0]\n set [id v] to [0]\n repeat (2)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [3]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [4]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [5]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [8]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [7]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [6]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [9]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [10]> then\n set [x v] to [-450]\n set [y v] to [0]\n set [id v] to [0]\n repeat (2)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [11]> then\n set [x v] to [-450]\n set [y v] to [0]\n set [id v] to [0]\n repeat (2)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [12]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\n\ndefine position (x) (y)\nswitch costume to (join (join (Level) [_]) (id))\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ndelete all of [equipped v]\n\ndelete this clone\n\nif <(Level) = [14]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\n\ndefine clone\nchange [id v] by (1)\nchange [x v] by (450)\nset [y v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@ground3\n\nwhen I receive [update v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (200)) ) * (20)))\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [1]> then\n new portal @ [281] [0]\nend\nif <(Level) = [2]> then\n new portal @ [730] [-30]\nend\nif <(Level) = [3]> then\n new portal @ [953] [360]\nend\nif <(Level) = [4]> then\n new portal @ [1135] [360]\nend\nif <(Level) = [5]> then\n new portal @ [1000] [-50]\nend\nif <(Level) = [8]> then\n new portal @ [800] [-100]\nend\nif <(Level) = [7]> then\n new portal @ [420] [123]\nend\nif <(Level) = [6]> then\n new portal @ [611] [-70]\nend\nif <(Level) = [9]> then\n new portal @ [833] [-95]\nend\nif <(Level) = [10]> then\n new portal @ [256] [-130]\nend\nif <(Level) = [11]> then\n new portal @ [275] [-100]\nend\nif <(Level) = [12]> then\n new portal @ [800] [240]\nend\nif <(Level) = [13]> then\n new portal @ [200] [204]\nend\n\ndefine position (x) (y)\nswitch costume to (portal v)\nif <(id) = [1]> then\n set [ghost v] effect to ((60) + (([cos v] of ((timer) * (300)) ) * (20)))\nelse\n set [ghost v] effect to ((60) + (([sin v] of ((timer) * (300)) ) * (20)))\nend\ngo to x: (x) y: (y)\nturn right ((3) * (id)) degrees\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine new portal @ (x) (y)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to [-1]\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to [1]\nset [portal-x v] to (x)\nset [portal-y v] to (y)\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@effect_3\n\ndefine dd\nset [ghost v] effect to (90)\ngo to [back v] layer\nforever\n go to [back v] layer\n turn right (3) degrees\nend\n\nwhen I start as a clone\ndd\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\npoint in direction (45)\ncreate clone of (_myself_ v)\npoint in direction (0)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ncreate clone of (_myself_ v)\npoint in direction (180)\ncreate clone of (_myself_ v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (135)\ndd\n\nwhen I receive [update v]\nif <(die) = [1]> then\n hide\nelse\n show\nend\ngo to x: ((portal-x) - (SCROLL X)) y: (((portal-y) - (SCROLL Y)) + (([sin v] of ((timer) * (200)) ) * (20)))\nswitch costume to (1 v)\n\n\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (black v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nclear graphic effects\nforever\n go to [front v] layer\n go [backward v] (11) layers\nend\n\nwhen I receive [win v]\nclear graphic effects\nswitch costume to (costume1 v)\npoint in direction (180)\ngo to x: (226) y: (-180)\nrepeat (35)\n broadcast (update v)\n turn right (((direction) - (90)) / (-6)) degrees\nend\nif <(Level) = [12]> then\n broadcast (stoap v)\n broadcast (hide bar v)\n erase all\nelse\n change [level v] by (1)\nend\ngo to x: (0) y: (0)\nswitch costume to (black v)\n\nturn right (15) degrees\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [story v]\nswitch costume to (black v)\nwait (0.2) seconds\nhide\nset [id v] to [0]\nrepeat (4)\n change [id v] by (1)\n create clone of (_myself_ v)\n wait (2) seconds\nend\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (go v)\nwait (0.5) seconds\n\nwhen I start as a clone\nset y to (-150)\nset size to (0) %\nrepeat (15)\n change [ghost v] effect by (-4)\n change y by (((y position) - (-100)) / (-3))\nend\nrepeat (300)\n show\n set [brightness v] effect to (100)\n switch costume to (id)\n change size by (((size) - (80)) / (-3))\n change [ghost v] effect by (0.5)\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [go v]\nif <(costume [name v]) = [black]> then\n go to x: (0) y: (0)\n switch costume to (black v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0) seconds\nend\n\nwhen I receive [next2 v]\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [go v]\nwait (2.6) seconds\nset [introtext v] to [1]\n\nwhen I receive [stoap v]\nswitch costume to (black v)\nwait (0.2) seconds\nhide\nset [id v] to [6]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\n wait (2) seconds\nend\nwait (1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\ndelete this clone\n\n@Fog2\n\nwhen I start as a clone\nset x to (651)\nset [ghost v] effect to (100)\nrepeat (10)\n change [color v] effect by (-2)\n go to [back v] layer\n go [forward v] (0) layers\n change x by (-3)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-588]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (0) layers\n change x by (-3)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-588]> then\n delete this clone\n end\nend\n\nwhen I receive [start background fog v]\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n change x by (-3)\n if <(x position) = [-588]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@bar\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [show bar v]\nset volume to (100) %\nwait until <(introtext) = [1]>\nshow\ndelete all of [buttons.touching? v]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (100)\nnew button @ [-215] [161] [1]\nnew button @ [-185] [161] [2]\nnew button @ [185] [161] [3]\nnew button @ [215] [161] [4]\nnew button @ [-120] [161] [5]\nnew button @ [] [] [10]\n\ndefine new button @ (x) (y) (type)\nadd [0] to [buttons.touching? v]\nset [x v] to (x)\nset [y v] to (y)\nset [mode v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [mute v] to [0]\nhide\ngo to [front v] layer\nset [ghost v] effect to (10)\nif <(mode) < [6]> then\n go to [front v] layer\n if <(mode) = [1]> then\n switch costume to (2_ v)\n end\n if <(mode) = [2]> then\n switch costume to (3_ v)\n end\n if <(mode) = [3]> then\n switch costume to (5_ v)\n end\n if <(mode) = [4]> then\n switch costume to (6_ v)\n end\n if <(mode) = [5]> then\n switch costume to (15 v)\n end\n go to x: (x) y: ((y) + (45))\n show\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (85)) / (-5))\n replace item (mode) of [buttons.touching? v] with [0]\n set [brightness v] effect to (-50)\n xb\n if <(mode) = [1]> then\n if <(mute) = [1]> then\n switch costume to (1_ v)\n else\n switch costume to (2_ v)\n end\n end\n if <(mode) = [2]> then\n if <(mute.sound) = [0]> then\n switch costume to (4_ v)\n else\n switch costume to (3_ v)\n end\n end\n end\n if <(win?) = [0]> then\n if <(mute.sound) = [0]> then\n start sound [Touch v]\n end\n end\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n if <(mode) = [1]> then\n if <(mute) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [mute v] to [1]\n switch costume to (12 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n set [mute v] to [0]\n end\n end\n end\n if <(mode) = [2]> then\n if <(mute.sound) = [0]> then\n set [mute.sound v] to [1]\n else\n set [mute.sound v] to [0]\n end\n end\n if <(mode) = [3]> then\n if <(win?) = [0]> then\n set [skipped v] to [1]\n set [win? v] to [1]\n change [stats:skips v] by (1)\n end\n end\n if <(mode) = [4]> then\n set [die v] to [1]\n change [stats:restart v] by (1)\n end\n if <(mode) = [5]> then\n if <(shop) > [0]> then\n set [shop v] to [-1]\n else\n set [shop v] to [30]\n end\n end\n if <(mode) = [2]> then\n if <(mute.sound) = [0]> then\n switch costume to (4_ v)\n else\n switch costume to (3_ v)\n end\n end\n if <(mode) = [1]> then\n if <(mute) = [1]> then\n switch costume to (1_ v)\n else\n switch costume to (2_ v)\n end\n end\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n change size by (((size) - (100)) / (-5))\n end\n end\n xb\n if <not <(mode) = [5]>> then\n replace item (mode) of [buttons.touching? v] with [1]\n end\n set [brightness v] effect to (40)\n end\n end\nelse\n if <(mode) = [10]> then\n switch costume to (skip v)\n forever\n set size to (65) %\n go to x: (mouse x) y: ((mouse y) - (20))\n show\n set [brightness v] effect to (-30)\n if <[buttons.touching? v] contains [1]?> then\n set [ghost v] effect to (20)\n if <(item (1) of [buttons.touching? v]) = [1]> then\n if <(mute) = [0]> then\n switch costume to (mute v)\n else\n switch costume to (mute2 v)\n end\n else\n if <(item (2) of [buttons.touching? v]) = [1]> then\n if <(mute.sound) = [0]> then\n switch costume to (pause v)\n else\n switch costume to (continue v)\n end\n else\n if <(item (3) of [buttons.touching? v]) = [1]> then\n switch costume to (skip v)\n else\n if <(item (4) of [buttons.touching? v]) = [1]> then\n switch costume to (restart v)\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\n end\n end\nend\n\nwhen flag clicked\nset [mute.sound v] to [0]\n\nwhen I receive [show bar v]\nset [pitch v] effect to (0)\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [mode v] to [6]\ncreate clone of (_myself_ v)\nrepeat (4)\n change [mode v] by (1)\n set [x v] to ((x) + (((mode) - (6)) * (15)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(mode) > [10]> then\n forever\n set [ghost v] effect to (30)\n show\n go to [front v] layer\n switch costume to (11 v)\n switch costume to (letter ((mode) - ((5) + ((5) - (length of (round (timer)))))) of (round (timer)))\n go to x: (x) y: (y)\n set [brightness v] effect to (([sin v] of (((timer) + (((mode) / (3)) - (5))) * (200)) ) * (20))\n set size to ((([sin v] of (((timer) + (((mode) / (3)) - (5))) * (200)) ) * (10)) + (100)) %\n if <(size) < [100]> then\n set size to (100) %\n end\n end\nend\n\nwhen I receive [show bar v]\nforever\n go to [front v] layer\n go [backward v] (5) layers\n xb\n if <(menu.of) = [0]> then\n switch costume to (kostüm2 v)\n set [ghost v] effect to (80)\n else\n switch costume to (kostüm3 v)\n set [ghost v] effect to (60)\n end\nend\n\nwhen flag clicked\nreset timer\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\ndefine xb\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [1]>> then\n if <touching (mouse-pointer v)?> then\n set [menu.of v] to [0]\n else\n if <(mouse y) < [120]> then\n set [menu.of v] to [1]\n end\n end\nend\nset [velocity v] to (((velocity) * (0.6)) + (((y position) - ((y) + (<(menu.of) = [1]> * (45)))) * (-0.3)))\nchange y by ([floor v] of (velocity) )\n\nwhen flag clicked\nforever\n play sound [Dark Cave Music - Trickster Imps v] until done\n play sound [Odyssey Legend of the Eagle Bearer v] until done\nend\n\nwhen flag clicked\nforever\n if <(mute) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [hide bar v]\nhide\ndelete this clone\n\nwhen I receive [show bar v]\nset [menu.of v] to [0]\n\nwhen flag clicked\nset [shop v] to [-1]\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2) at this y area (+-180) (yarea)\nswitch costume to (base hitbox v)\nset [scroll y v] to (yarea)\nshow\nset [scroll x v] to ((xpos1) + (180))\ngo to x: (-180) y: (0)\npoint in direction (90)\nset [ghost v] effect to (100)\nbroadcast (update v)\nrepeat until <((SCROLL X) + (x position)) > (xpos2)>\n if <(pick random (1) to (2)) = [2]> then\n change x by (1.5)\n else\n change x by (11.5)\n end\n set size to (125) %\n set [x v] to ((SCROLL X) + (x position))\n set [yarea v] to ((yarea) + (pick random (1) to (-1)))\n create clone of (_myself_ v)\nend\n\nchange [scroll x v] by (1.5)\n\nchange [scroll x v] by (11.5)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nGrass\n\ndefine Grass\nswitch costume to (base hitbox v)\ngo to x: ((x) - (SCROLL X)) y: (0)\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\n change [x v] by (-4)\nelse\n repeat until <touching (ground v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nset [y v] to ((y position) + ((yarea) - (20)))\nswitch costume to (pick random (1) to (7))\n\ndefine Sway\nif <touching (box v)?> then\n if <(in) = [0]> then\n set [magnitude v] to (((Magnitude) + (pick random (-2.0) to (2.0))) * (30))\n set [sway v] to [0]\n set [in v] to [1]\n end\nend\nif <(in) = [1]> then\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (Magnitude))\nend\nif <<[0] = (round (Magnitude))> or <<touching (box v)?> and <([abs v] of (Magnitude) ) < ([abs v] of ((xmotion) * (2)) )>>> then\n set [in v] to [0]\nend\n\nwhen I receive [render grass v]\nif <(Level) = [1]> then\n Grass from [-195] to [140] at this y area (+-180) [-153]\nend\nif <(Level) = [2]> then\n Grass from [-190] to [70] at this y area (+-180) [-153]\nend\nif <(Level) = [3]> then\n Grass from [-203] to [-36] at this y area (+-180) [-100]\nend\nif <(Level) = [4]> then\n Grass from [451] to [525] at this y area (+-180) [-157]\nend\nif <(Level) = [12]> then\n Grass from [0] to [40] at this y area (+-180) [22]\n wait (0.1) seconds\n Grass from [80] to [194] at this y area (+-180) [-10]\n wait (0.1) seconds\n Grass from [-200] to [-50] at this y area (+-180) [-10]\nend\nif <(Level) = [8]> then\n Grass from [725] to [970] at this y area (+-180) [51]\n wait (0.5) seconds\n Grass from [1118] to [1142] at this y area (+-180) [-99]\n wait (0.5) seconds\n Grass from [-188] to [-110] at this y area (+-180) [-171]\n wait (0.5) seconds\n Grass from [365] to [430] at this y area (+-180) [-171]\nend\nif <(Level) = [7]> then\nif <(Level) = [6]> then\n Grass from [-221] to [83] at this y area (+-180) [-120]\nend\nif <(Level) = [9]> then\n Grass from [-172] to [-122] at this y area (+-180) [-171]\nend\nif <(Level) = [10]> then\n Grass from [-200] to [-59] at this y area (+-180) [-130]\nend\n\nwhen I receive [update v]\ngo to [front v] layer\ngo [backward v] (25) layers\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<(x position) = ((x) - (SCROLL X))> and <(y position) = ((y) - (SCROLL Y))>> then\n show\n Sway\nelse\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite2\n\ndefine xb\nset [velocity.2.intro v] to (((velocity.2.intro) * (0.7)) + (((x.intro) - (0)) * (-0.2)))\nchange [x.intro v] by ([floor v] of (velocity.2.intro) )\nbroadcast (set v)\n\nwhen flag clicked\nswitch costume to (unbenannte zeichnung \(1\) v)\nhide\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\n\nwhen I receive [intro v]\nif <not <(id) = [0]>> then\n set [win? v] to [1]\n erase all\n wait (0.5) seconds\n show\n wait (6) seconds\n set [win? v] to [0]\n reset timer\n hide\nend\n\nwhen I receive [intro v]\nwait (7) seconds\nbroadcast (show bar v)\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (logo v)\n set [ghost v] effect to (0)\n show\nend\nif <(id) = [0]> then\n switch costume to (title1 v)\n set [ghost v] effect to (20)\n show\nend\nif <(id) = [2]> then\n switch costume to (title2 v)\n set [ghost v] effect to (30)\nend\n\nwhen I receive [start background fog v]\nhide\ndelete this clone\n\nwhen I receive [intro v]\nwait (1) seconds\nchange [x.intro v] by (500)\nswitch costume to (hack!size v)\ngo to x: (500) y: (0)\nif <(id) = [1]> then\n switch costume to (logo v)\n set [ghost v] effect to (0)\n show\nend\nif <(id) = [0]> then\n switch costume to (title1 v)\n set [ghost v] effect to (20)\n show\nend\nif <(id) = [2]> then\n switch costume to (title2 v)\n set [ghost v] effect to (30)\nend\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (100)\n if <(id) = [1]> then\n xb\n end\nend\n\nwhen I receive [set v]\nswitch costume to (hack!size v)\nset x to (x.intro)\nif <(id) = [1]> then\n switch costume to (logo v)\n set [ghost v] effect to (0)\n show\nend\nif <(id) = [0]> then\n switch costume to (title1 v)\n set [ghost v] effect to (20)\n show\nend\nif <(id) = [2]> then\n switch costume to (title2 v)\n set [ghost v] effect to (30)\n if <key (o v) pressed?> then\n next costume\n end\nend\n\nwhen I receive [story v]\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@starparticles\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\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)\nforever\n change [ghost v] effect by (1)\n go to [front v] layer\n turn right (15) degrees\n change x by ((x) * (-1))\n set x to ((x position) + ())\n change y by (y)\n change [y v] by (-1)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-180)\nhide\n\ndefine clone (rand1) (rand2)\nrepeat (20)\n set [y v] to (pick random (rand1) to (rand2))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\npoint in direction (pick random (0) to (180))\nset size to (70) %\nset [ghost v] effect to (0)\nwait (1.5) seconds\ngo to x: (pick random (-100) to (100)) y: (-180)\nclone [25] [15]\nwait (1) seconds\ngo to x: (pick random (-100) to (100)) y: (-180)\nclone [25] [15]\n\nwhen I receive [coinget v]\ngo to x: (coin-x) y: (coin-y)\nclone [8] [15]\nwait (1) seconds\nset [itemget v] to ((1.1) * (fps))\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite3\n\nwhen I receive [update v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\npoint in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\ngo to [front v] layer\ngo [backward v] (24) layers\nif <<(x position) = ((x) - (SCROLL X))> and <(y position) = ((y) - (SCROLL Y))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nshow\nif <(Level) = [1]> then\n set [x v] to [192]\n set [y v] to [80]\nelse\n if <(Level) = [8]> then\n set [x v] to [874]\n set [y v] to [-30]\n create clone of (_myself_ v)\n set [x v] to [955]\n set [y v] to [-40]\n else\n if <(Level) = [7]> then\n set [x v] to [-166]\n set [y v] to [0]\n else\n if <(Level) = [9]> then\n set [x v] to [-180]\n set [y v] to [-230]\n else\n if <(Level) = [6]> then\n set [x v] to [323]\n set [y v] to [50]\n create clone of (_myself_ v)\n set [x v] to [457]\n set [y v] to [50]\n else\n set [x v] to [100000000000000000]\n set [y v] to [100]\n end\n end\n end\n end\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Unbenannte Zeichnung (2)\n\nwhen flag clicked\ndelete all of [achievements v]\nset [skipped v] to [0]\nset [stats: coins v] to [0]\nset [stats:jumps v] to [0]\nset [stats:deaths+restart v] to [0]\nset [stats:restart v] to [0]\nset [stats:walljumps v] to [0]\nset [last v] to [0]\nset [stats: diamonds v] to [0]\nset [stats:skips v] to [0]\nrepeat (9)\n add [0] to [achievements v]\nend\nforever\n change [last v] by (-1)\n show\n set [ghost v] effect to (40)\n if <(shop) < [0]> then\n if <(itemget) < [0]> then\n if <(last) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <(Level) > [3]> then\n if <(timer) > [12]> then\n if <(item (7) of [achievements v]) = [0]> then\n replace item (7) of [achievements v] with [1]\n switch costume to (7 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n end\n if <(stats:jumps) > [4]> then\n if <(item (1) of [achievements v]) = [0]> then\n replace item (1) of [achievements v] with [1]\n switch costume to (1 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <((stats:deaths+restart) - (stats:restart)) > [2]> then\n if <(item (2) of [achievements v]) = [0]> then\n replace item (2) of [achievements v] with [1]\n switch costume to (2 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <(stats:jumps) > [24]> then\n if <(item (3) of [achievements v]) = [0]> then\n replace item (3) of [achievements v] with [1]\n switch costume to (3 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <(stats:walljumps) > [10]> then\n if <(item (5) of [achievements v]) = [0]> then\n replace item (5) of [achievements v] with [1]\n switch costume to (5 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <(stats:restart) > [0]> then\n if <(item (4) of [achievements v]) = [0]> then\n replace item (4) of [achievements v] with [1]\n switch costume to (4 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n go to [front v] layer\n else\n set [last v] to [-1]\n go to x: (0) y: (-200)\n set [ghost v] effect to (60)\n switch costume to (itemget v)\n go to [front v] layer\n go [backward v] (4) layers\n xb [1]\n end\n else\n set [last v] to [-1]\n go to x: (0) y: (-200)\n set [ghost v] effect to (50)\n switch costume to (itemget v)\n go to [front v] layer\n go [backward v] (5) layers\n xb [2]\n end\nend\n\nwhen flag clicked\nforever\n if <(shop) > [0]> then\n wait (0.2) seconds\n repeat until <not <(shop) > [0]>>\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n set [shop v] to [-1]\n end\n end\n end\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-55)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-150)) * (-0.3)))\n else\n set [vel v] to (((y position) - (-220)) * (-0.3))\n end\nend\nchange y by (vel)\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground4\n\nwhen I receive [update v]\nset size to (90) %\nposition (((x) + (([cos v] of ((timer) * (x\[\])) ) * (x\(\)))) - (SCROLL X)) ((((y) + (y+)) - (SCROLL Y)) + (([cos v] of ((timer) * (y\(\))) ) * (y\[\])))\n\nwhen I receive [setup v]\nset [mode v] to []\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [3]> then\nif <(Level) = [5]> then\n new saw @ [40] [-160] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [233] [-130] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [515] [-130] sinus y [100] [100] id [] sinus x [] [] y+ []\n new saw @ [715] [-130] sinus y [100] [100] id [] sinus x [] [] y+ []\nend\nif <(Level) = [8]> then\n new saw @ [1018] [25] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [658] [25] sinus y [] [] id [] sinus x [] [] y+ []\nend\nif <(Level) = [7]> then\n new saw @ [-5] [-162] sinus y [] [] id [1] sinus x [] [] y+ [50]\n new saw @ [250] [0] sinus y [] [] id [2] sinus x [] [] y+ []\nend\nif <(Level) = [6]> then\n new saw @ [262] [-110] sinus y [] [] id [1] sinus x [] [] y+ [20]\n new saw @ [392] [-110] sinus y [] [] id [1] sinus x [] [] y+ [50]\n new saw @ [522] [-110] sinus y [] [] id [1] sinus x [] [] y+ [80]\nend\nif <(Level) = [11]> then\n new saw @ [250] [0] sinus y [] [] id [2] sinus x [] [] y+ []\nend\nset [id v] to [0]\nset [x v] to [10000]\nset [x v] to [10000]\n\ndefine position (x) (y)\nshow\ngo to [back v] layer\nswitch costume to (saw v)\ngo to x: (x) y: (y)\nset [brightness v] effect to (0)\nif <<(x\[\]) = []> and <(y\(\)) = []>> then\n if <(id) = [1]> then\n point in direction (90)\n switch costume to (saw2 v)\n set size to (100) %\n if <(mode) = [0]> then\n change [y+ v] by (3)\n if <(y+) > [200]> then\n set [mode v] to [1]\n end\n end\n if <(mode) = [1]> then\n change [y+ v] by (-23)\n if <[0] > (y+)> then\n set [mode v] to [0]\n if <(mute.sound) = [0]> then\n start sound [Bonk v]\n end\n end\n end\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (box v)?> then\n set [die v] to [1]\n end\n else\n hide\n end\n else\n if <(id) = [2]> then\n if <((timer) mod (2)) < [1.2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n start sound [Boom Cloud v]\n show\n else\n hide\n end\n change x by (pick random (-1) to (1))\n change y by (pick random (-1) to (1))\n point in direction (90)\n if <(Level) = [11]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n set size to (100) %\n else\n hide\n end\n if <touching (box v)?> then\n set [die v] to [1]\n end\n else\n point in direction (([cos v] of ((timer) * (120)) ) * (150))\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n end\n end\nelse\n turn right (3) degrees\nend\ngo [backward v] (80) layers\nif <touching (box v)?> then\n set [die v] to [1]\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine new saw @ (x) (y) sinus y (\(\)) (\[\]) id (i) sinus x (sinx\(\)) (sinx\[\]) y+ (y+)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [x\(\) v] to (sinx\(\))\nset [x\[\] v] to (sinx\[\])\nset [y\(\) v] to (\(\))\nset [y\[\] v] to (\[\])\nset [id v] to (i)\nset [mode v] to [0]\nset [y+ v] to (y+)\ncreate clone of (_myself_ v)\n\nset [level v] to [5]\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground5\n\nwhen I receive [update v]\nif <(y\[\]) > [0]> then\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (y\(\))) ) * (y\[\])))\nelse\n point in direction ((([cos v] of ((timer) * (200)) ) * (10)) + (90))\n position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (y\(\))) ) * ((y\[\]) * (-1))))\nend\n\nwhen I receive [setup v]\nset [key.unlock v] to [0]\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [2]> then\n new item @ [150] [-60] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [290] [-20] sinus x [] [] sinus y [200] [-20] [1] type [1]\n new item @ [430] [20] sinus x [] [] sinus y [200] [20] [1] type [1]\nend\nif <(Level) = [3]> then\n new item @ [40] [110] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [40] [40] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [295] [220] sinus x [] [] sinus y [200] [-20] [1] type [1]\n new item @ [295] [150] sinus x [] [] sinus y [200] [-20] [1] type [1]\n new item @ [900] [-200] sinus x [] [] sinus y [200] [20] [5] type [2]\nend\nif <(Level) = [4]> then\n new item @ [326] [246] sinus x [] [] sinus y [200] [-20] [2] type [2]\n new item @ [520] [-50] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [470] [25] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [520] [100] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [470] [175] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [1015] [400] sinus x [] [] sinus y [200] [20] [1] type [1]\nend\nif <(Level) = [5]> then\n new item @ [-714] [-100] sinus x [] [] sinus y [200] [20] [4] type [2]\n new item @ [408] [-100] sinus x [] [] sinus y [200] [20] [3] type [1]\n new item @ [618] [-60] sinus x [] [] sinus y [200] [20] [3] type [1]\n new item @ [818] [-20] sinus x [] [] sinus y [200] [20] [3] type [1]\nend\nif <(Level) = [8]> then\n new item @ [400] [100] sinus x [] [] sinus y [200] [20] [4] type [2]\n new item @ [100] [-100] sinus x [] [] sinus y [200] [-20] [1] type [1]\n new item @ [570] [100] sinus x [] [] sinus y [200] [20] [4] type [1]\nend\nif <(Level) = [6]> then\n new item @ [460] [-50] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [328] [-50] sinus x [] [] sinus y [200] [-20] [6] type [1]\n new item @ [190] [-50] sinus x [] [] sinus y [200] [20] [6] type [1]\nend\nif <(Level) = [7]> then\n new item @ [310] [50] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [310] [-25] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [200] [100] sinus x [] [] sinus y [200] [20] [6] type [2]\nend\nif <(Level) = [9]> then\n new item @ [385] [-260] sinus x [] [] sinus y [200] [20] [6] type [2]\n new item @ [150] [-100] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [600] [-100] sinus x [] [] sinus y [200] [20] [6] type [1]\nend\nif <(Level) = [10]> then\n new item @ [-70] [100] sinus x [] [] sinus y [200] [20] [6] type [2]\n new item @ [510] [50] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [510] [-30] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [510] [-110] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [925] [-200] sinus x [] [] sinus y [200] [20] [6] type [3]\nend\nif <(Level) = [11]> then\n new item @ [-760] [-150] sinus x [] [] sinus y [200] [20] [6] type [3]\n new item @ [-629] [-40] sinus x [] [] sinus y [200] [20] [6] type [1]\nend\nif <(Level) = [12]> then\n new item @ [449] [0] sinus x [] [] sinus y [200] [20] [6] type [1]\n new item @ [530] [0] sinus x [] [] sinus y [200] [-20] [6] type [1]\n new item @ [610] [370] sinus x [] [] sinus y [200] [20] [6] type [2]\nend\nset [x v] to [10000]\n\ndefine position (x) (y)\nif <(get) = [0]> then\n clear graphic effects\n set [ghost v] effect to (35)\n if <(type) = [4]> then\n go to [front v] layer\n go to x: ([x position v] of [box v]) y: (([y position v] of [box v]) + ((50) + (([cos v] of ((timer) * (y\(\))) ) * ((y\[\]) / (3)))))\n switch costume to (diamond3 v)\n show\n set size to (100) %\n switch costume to (diamond3 v)\n set [brightness v] effect to (-30)\n if <(key.unlock) = [0]> then\n delete this clone\n end\n else\n if <(type) = [1]> then\n switch costume to (coin v)\n set size to (60) %\n point in direction (90)\n else\n if <(type) = [2]> then\n set size to (100) %\n switch costume to (diamond v)\n set [brightness v] effect to (0)\n else\n set size to (100) %\n switch costume to (diamond3 v)\n set [brightness v] effect to (-30)\n end\n end\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine new item @ (x) (y) sinus x (\(\)) (\[\]) sinus y (\(\)) (\[\]) (id) type (t)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [x\(\) v] to (\(\))\nset [x\[\] v] to (\[\])\nset [y\(\) v] to (\(\))\nset [y\[\] v] to (\[\])\nset [id v] to (id)\nset [get v] to [0]\nset [b v] to [0]\nset [type v] to (t)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n change [itemget v] by (-1)\nend\n\nwhen I start as a clone\nforever\n if <touching (box v)?> then\n if <(die) = [0]> then\n if <(type) = [3]> then\n set [key.unlock v] to [1]\n if <(mute.sound) = [0]> then\n set volume to (35) %\n start sound [SE_KeyGet v]\n end\n set [type v] to [4]\n stop [this script v]\n else\n stop [other scripts in sprite v]\n set [itemget v] to [29]\n if <(type) = [1]> then\n change [stats: coins v] by (1)\n else\n change [stats: diamonds v] by (1)\n end\n set [get v] to [1]\n if <(mute.sound) = [0]> then\n set volume to (35) %\n if <(type) = [1]> then\n start sound [coin v]\n else\n start sound [unlock v]\n end\n end\n next costume\n repeat (10)\n change [ghost v] effect by (8)\n change size by (20)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <<((x) - (SCROLL X)) = (x position)> and <((y) - (SCROLL Y)) = (y position)>> then\n show\n else\n hide\n end\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\nforever\n set [ghost v] effect to (20)\n show\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (.0 v)\n set x to (-60)\n if <(shop) < [0]> then\n if <(itemget) < [0]> then\n xb [0]\n else\n xb [1]\n end\n else\n xb [2]\n end\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.2)) + (((y position) - (-80)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-155)) * (-0.3)))\n else\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-200)) * (-0.3)))\n end\nend\nchange y by (vel)\n\n@score3\n\nwhen I start as a clone\nswitch costume to (letter (i) of (Score))\nforever\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (20)\n set [brightness v] effect to (-100)\n set size to (45) %\n show\n set x to ((-175) + (((i) - ()) * (15)))\n switch costume to (letter (i) of (stats: coins))\nend\n\nwhen I start as a clone\nforever\n if <(shop) < [0]> then\n if <(itemget) < [0]> then\n xb [0]\n else\n xb [1]\n end\n else\n xb [2]\n end\nend\n\nwhen flag clicked\nset [i v] to [0]\nrepeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.2)) + (((y position) - (-84)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-159)) * (-0.3)))\n else\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-200)) * (-0.05)))\n end\nend\nchange y by (vel)\n\n@score2\n\nwhen I start as a clone\nswitch costume to (letter (i) of (Score))\nforever\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (20)\n set [brightness v] effect to (-100)\n set size to (45) %\n show\n set x to ((-40) + (((i) - ()) * (15)))\n switch costume to (letter (i) of (stats: diamonds))\nend\n\nwhen I start as a clone\nforever\n if <(shop) < [0]> then\n if <(itemget) < [0]> then\n xb [0]\n else\n xb [1]\n end\n else\n xb [2]\n end\nend\n\nwhen flag clicked\nset [i v] to [0]\nrepeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.2)) + (((y position) - (-84)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-159)) * (-0.3)))\n else\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-200)) * (-0.3)))\n end\nend\nchange y by (vel)\n\n@pen\n\ndefine xb\nset [velocity.1 v] to ((sj) * (-0.2))\nchange [sj v] by (velocity.1)\n\ndefine Draw art\nset [u v] to [0]\nrepeat (length of [particlex v])\n change [u v] by (1)\n set pen color to (#ababab)\n set pen (transparency v) to (92)\n go to x: ((item (u) of [particlex v]) + (([sin v] of (((timer) + (item (u) of [particlesize v])) * (100)) ) * (40))) y: (item (u) of [particley v])\n set pen size to (item (u) of [particlesize v])\n pen down\n set pen (transparency v) to (100)\n pen up\n replace item (u) of [particley v] with ((item (u) of [particley v]) + (2))\n if <[435] < (item (u) of [particley v])> then\n delete (u) of [particlex v]\n delete (u) of [particley v]\n delete (u) of [particlesize v]\n end\nend\nif <(pick random (1) to (12)) < [2]> then\n add (pick random (-230) to (230)) to [particlex v]\n add [-435] to [particley v]\n add (pick random (6) to (9)) to [particlesize v]\nend\n\nwhen I receive [update v]\nhide\nerase all\nDraw art\nplayerlight\nif <(Level) = [1]> then\n new light at [-165] [20]\n new light at [-165] [20]\nend\nif <(Level) = [2]> then\n new light at [-220] [0]\n new light at [410] [-120]\n new lava pool at [99] [-400] length [130] height [150]\n new lava pool at [250] [-400] length [1000] height [200]\nend\nif <(Level) = [3]> then\n new light at [-230] [-250]\n new light at [435] [95]\n new light at [80] [-250]\n Draw sj at [40] [-120] (sj)\n Draw sj at [295] [-20] (sj)\n new lava pool at [-1000] [-500] length [800] height [200]\n new lava pool at [0] [-500] length [1600] height [200]\nend\nif <(Level) = [4]> then\n new light at [595] [-80]\n new light at [400] [165]\n new lava pool at [-600] [-500] length [3000] height [200]\nend\nif <(Level) = [5]> then\n new light at [-805] [-30]\n new light at [-200] [-230]\n new lava pool at [-2000] [-500] length [2000] height [200]\n new lava pool at [250] [-500] length [200] height [300]\n new lava pool at [450] [-500] length [200] height [320]\n new lava pool at [600] [-500] length [200] height [360]\n new lava pool at [800] [-500] length [1000] height [300]\nend\nif <(Level) = [8]> then\n new light at [530] [-150]\n new light at [-205] [-250]\n new lava pool at [-500] [-430] length [2300] height [100]\n Draw sj at [575] [-50] (sj)\nend\nif <(Level) = [7]> then\n new light at [-250] [-100]\n Draw sj at [308] [-90] (sj)\nend\nif <(Level) = [6]> then\n new light at [-140] [40]\n new light at [600] [0]\nend\nif <(Level) = [9]> then\n new lava pool at [-750] [-430] length [2300] height [100]\n new light at [-114] [-250]\nend\nif <(Level) = [10]> then\n new light at [-270] [-20]\n new light at [435] [-150]\n new lava pool at [100] [-500] length [1700] height [150]\n Draw sj at [23] [-80] (sj)\nend\nif <(Level) = [11]> then\n new lava pool at [-2000] [-450] length [2700] height [200]\n new light at [40] [-180]\nend\nif <(Level) = [12]> then\n new lava pool at [-1000] [-400] length [800] height [200]\n new lava pool at [178] [-400] length [200] height [370]\n new lava pool at [700] [-400] length [1000] height [370]\n new light at [580] [100]\nend\nif <(Level) = [13]> then\n new light at [-120] [-60]\n new light at [-5] [250]\nend\n\nDraw sj at [449] [50] (sj)\n\ndefine playerlight\npen up\ngo to (box v)\nset pen color to (#ffffff)\nset pen (transparency v) to (80)\nset pen size to ((120) + (([sin v] of (((timer) + (1)) * (200)) ) * (15)))\npen down\npen up\nset pen size to ((160) + (([sin v] of (((timer) + (2)) * (200)) ) * (15)))\npen down\npen up\nset pen size to ((200) + (([sin v] of (((timer) + (3)) * (200)) ) * (15)))\npen down\npen up\n\ndefine new light at (x) (y)\nif <(Level) = [0]> then\n pen up\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set pen color to (#ffc26e)\n set pen (transparency v) to (86)\n set pen size to ((70) + (([cos v] of (((timer) + (1)) * (200)) ) * (15)))\n pen down\n pen up\n set pen size to ((100) + (([cos v] of (((timer) + (2)) * (200)) ) * (15)))\n pen down\n pen up\n set pen size to ((130) + (([cos v] of (((timer) + (3)) * (200)) ) * (15)))\n pen down\n pen up\nelse\n pen up\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set pen color to (#ffc26e)\n set pen (transparency v) to (86)\n set pen size to ((70) + (([cos v] of (((timer) + (1)) * (400)) ) * (15)))\n pen down\n pen up\n set pen size to ((100) + (([cos v] of (((timer) + (2)) * (400)) ) * (15)))\n pen down\n pen up\n set pen size to ((130) + (([cos v] of (((timer) + (3)) * (400)) ) * (15)))\n pen down\n pen up\nend\n\ndefine new lava pool at (x) (y) length (l) height (h)\nset [i v] to [0]\nrepeat ([floor v] of ((l) / (5)) )\n if <([abs v] of (((x) + ((i) * (10))) - (SCROLL X)) ) < [270]> then\n go to x: (((x) + ((i) * (10))) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set pen size to (10)\n set pen color to (#7d2727)\n set pen (transparency v) to (10)\n pen down\n go to x: (((x) + ((i) * (10))) - (SCROLL X)) y: (((y) + ((h) + (([sin v] of (((timer) + ((i) * (0.15))) * (200)) ) * (5)))) - (SCROLL Y))\n pen up\n end\n change [i v] by (0.5)\nend\nif <(x) < ([x v] of [box v])> then\n if <([x v] of [box v]) < ((x) + (l))> then\n if <(y) < ([y v] of [box v])> then\n if <([y v] of [box v]) < ((y) + ((h) + (30)))> then\n set [die v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n erase all\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n new light at [0] [110]\n end\n if <(Level) = [-1]> then\n erase all\n end\nend\n\ndefine Draw sj at (x) (y) (h)\nif <([abs v] of (((x) - ()) - (SCROLL X)) ) < [270]> then\n pen up\n set pen color to (#000000)\n set pen size to (4)\n set pen (transparency v) to (50)\n set [i v] to [4]\n go to x: (((x) - (-12)) - (SCROLL X)) y: ((((y) - (h)) + ((((50) + (h)) / (-4)) * (i))) - (SCROLL Y))\n repeat (4)\n change [i v] by (-1)\n if <([floor v] of ((i) / (2)) ) = ((i) / (2))> then\n go to x: (((x) - (-12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n else\n go to x: (((x) - (12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n end\n pen down\n set pen color to (#000000)\n set pen size to (7)\n set pen (transparency v) to (0)\n end\n pen up\n set [i v] to [4]\n go to x: (((x) - (10)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n pen down\n set pen color to (#000000)\n set pen size to (7)\n set pen (transparency v) to (0)\n repeat (4)\n change [i v] by (-1)\n if <([floor v] of ((i) / (2)) ) = ((i) / (2))> then\n go to x: (((x) - (12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n else\n go to x: (((x) - (-12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n end\n end\n pen up\n if <<((x) - (30)) < ([x v] of [box v])> and <([x v] of [box v]) < ((x) - (-30))>> then\n if <<((y) - (50)) < ([y v] of [box v])> and <([y v] of [box v]) < (((y) + (h)) - (0))>> then\n set [b v] to [1]\n end\n end\n go to x: (((x) - (18)) - (SCROLL X)) y: (((y) + (h)) - (SCROLL Y))\n set pen size to (16)\n set pen color to (#000000)\n pen down\n go to x: (((x) - (-18)) - (SCROLL X)) y: (((y) + (h)) - (SCROLL Y))\n pen up\nend\nif <([abs v] of (((x) - ()) - (SCROLL X)) ) < [270]> then\n pen up\n set pen color to (#000000)\n set pen size to (4)\n set pen (transparency v) to (50)\n set [i v] to [4]\n go to x: (((x) - (-12)) - (SCROLL X)) y: ((((y) - (h)) + ((((50) + (h)) / (-4)) * (i))) - (SCROLL Y))\n repeat (4)\n change [i v] by (-1)\n if <([floor v] of ((i) / (2)) ) = ((i) / (2))> then\n go to x: (((x) - (-12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n else\n go to x: (((x) - (12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n end\n pen down\n set pen color to (#5f6060)\n set pen size to (4)\n set pen (transparency v) to (0)\n end\n pen up\n set [i v] to [4]\n go to x: (((x) - (10)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n pen down\n set pen color to (#575758)\n set pen size to (4)\n set pen (transparency v) to (0)\n repeat (4)\n change [i v] by (-1)\n if <([floor v] of ((i) / (2)) ) = ((i) / (2))> then\n go to x: (((x) - (12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n else\n go to x: (((x) - (-12)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n end\n end\n pen up\n if <<((x) - (30)) < ([x v] of [box v])> and <([x v] of [box v]) < ((x) - (-30))>> then\n if <<((y) - (50)) < ([y v] of [box v])> and <([y v] of [box v]) < (((y) + (h)) - (0))>> then\n set [b v] to [1]\n end\n end\n go to x: (((x) - (18)) - (SCROLL X)) y: (((y) + (h)) - (SCROLL Y))\n set pen size to (12)\n set pen color to (#5e5e5e)\n pen down\n go to x: (((x) - (-18)) - (SCROLL X)) y: (((y) + (h)) - (SCROLL Y))\n pen up\nend\n\nwhen flag clicked\nforever\n xb\nend\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nforever\n set [ghost v] effect to (25)\n show\n go to [front v] layer\n go [backward v] (0) layers\n switch costume to (.0 v)\n set x to (-135)\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <not <[equipped v] contains [1]?>> then\n if <(stats: coins) > [9]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n set [brightness v] effect to (60)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n add [1] to [equipped v]\n start sound [32634__kjackson__open-03 v]\n change [stats: coins v] by (-10)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (60)\n end\n else\n set [brightness v] effect to (20)\n switch costume to (.2 v)\n end\nend\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (-127.5)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\n@Sprite7\n\nwhen flag clicked\nforever\n set [ghost v] effect to (25)\n show\n go to [front v] layer\n switch costume to (.0 v)\n set x to (30)\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <not <[equipped v] contains [2]?>> then\n if <(stats: coins) > [19]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n set [brightness v] effect to (60)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n add [2] to [equipped v]\n start sound [32634__kjackson__open-03 v]\n change [stats: coins v] by (-20)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (60)\n end\n else\n set [brightness v] effect to (20)\n switch costume to (.2 v)\n end\nend\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (-127.5)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\n@Sprite8\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n switch costume to (.0 v)\n set x to (170)\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <not <[equipped v] contains [4]?>> then\n if <(stats: diamonds) > [7]> then\n set [ghost v] effect to (25)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n set [brightness v] effect to (60)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n add [4] to [equipped v]\n start sound [32634__kjackson__open-03 v]\n change [stats: diamonds v] by (-8)\n end\n else\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (60)\n end\n else\n set [brightness v] effect to (20)\n switch costume to (.2 v)\n end\nend\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (-127.5)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [after-update v]\ngo to [front v] layer\n\n
arrow keys to move\nHOVER OVER "MENU" AND CLICK ON "SHOP" to open the shop\nHOVER OVER "MENU" and click on the button with an arrow to SKIP a level\navoid saws, lasers, lava and other things that look nasty\nsometimes you need a key to open a door\nthere are 12 levels\nthere are 30 coins and 8 diamonds, that's enough to buy all items from the shop\nthere's a diamond in level 3, 4, 5, 7, 8, 9, 10, 12\n\nthis game will probably cause lag on slower computers\nplug in your computer to reduce lag\nthere are 5 coins and 2 diamonds in total
Empty || scrolling platformer creator
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [begin v]\nswitch backdrop to (main v)\nwait (0.2) seconds\nforever\n play sound [Nebula v] until done\nend\n\n@Platforms\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <(Playing Game?) = [True]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <<(costume [number v]) = [28]> and <(Hiding????) = [True]>> then\n hide\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(costume [number v]) = [29]> then\n delete this clone\nend\nif <<(Game mode) = [1]> and <(@Importing) = [False]>> then\n set [x v] to ((SCROLL X) - (100))\n set [y v] to ((SCROLL Y) - (100))\nend\nSetup code\nforever\n Go to ((SCROLL X) - (X)) ((Y) - (SCROLL Y))\n if <(Playing Game?) = [False]> then\n if <<<touching (delete v)?> and <(Delete?) = [True]>> and <not <(Clone id) = [1]>>> then\n replace item (((Clone id) * (3)) + (Signs)) of [level code v] with [29]\n delete this clone\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(@Mouse free?) = [True]>> then\n set [@mouse free? v] to [False]\n start sound [Wood Tap v]\n repeat until <not <mouse down?>>\n set [x v] to ((SCROLL X) - (mouse x))\n set [y v] to ((SCROLL Y) + (mouse y))\n go to x: ((SCROLL X) - (X)) y: ((Y) - (SCROLL Y))\n Change level code\n Get block selected\n end\n set [@mouse free? v] to [True]\n start sound [Crunch v]\n end\n end\n if <<(Clone id) = [1]> or <<(costume [number v]) = [19]> or <<(costume [number v]) = [24]> or <<(costume [number v]) = [26]> or <<(costume [number v]) = [25]> or <(costume [number v]) = [27]>>>>>> then\n Check for player\n end\n if <<(Playing Game?) = [True]> and <(costume [number v]) = [27]>> then\n turn right (15) degrees\n end\n if <(costume [number v]) = [28]> then\n if <<(Hiding????) = [False]> and <(Playing Game?) = [True]>> then\n Sense player\n end\n if <(Playing Game?) = [False]> then\n set [hiding???? v] to [False]\n show\n end\n end\nend\n\ndefine Check for new course pieces\nif <not <(Duplicate clone #) = [0]>> then\n switch costume to ((Duplicate clone #) + (5))\n if <((Duplicate clone #) + (3)) = [17]> then\n ask [What should the sign say?] and wait\n set [message v] to (answer)\n end\n create clone of (_myself_ v)\n if <((Duplicate clone #) + (3)) = [17]> then\n change [signs v] by (1)\n end\n set [duplicate clone # v] to [0]\n change [clone id v] by (1)\nend\nswitch costume to (start v)\n\ndefine Change level code\nreplace item ((((Clone id) * (3)) - (2)) + (Signs)) of [level code v] with (round (X))\nreplace item ((((Clone id) * (3)) - (1)) + (Signs)) of [level code v] with (round (Y))\n\ndefine Setup code\nadd (round (X)) to [level code v]\nadd (round (Y)) to [level code v]\nadd (costume [number v]) to [level code v]\nif <(costume [number v]) = [19]> then\n add (Message) to [level code v]\nend\n\nwhen flag clicked\nhide\nset [signs v] to [0]\n\nwhen I receive [build platformer v]\nset [clone id v] to [1]\nswitch costume to (checkpoint v)\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\nswitch costume to (start v)\nshow\nforever\n Go to ((SCROLL X) - ()) ((-100) - (SCROLL Y))\n Check for new course pieces\n go to [back v] layer\nend\n\nwhen I receive [load platforms v]\nbroadcast (Remove clones v)\ndelete all of [level code v]\nset [clone id v] to [1]\nshow\nCreate course\nswitch costume to (start v)\nforever\n Go to ((SCROLL X) - ()) ((-100) - (SCROLL Y))\nend\n\ndefine Create course\nset [# v] to [1]\nset [finished generating v] to [False]\nset [@invalid? v] to [False]\nset [signs v] to [0]\nforever\n Get code\n set [x v] to (Output)\n Get code\n set [y v] to (Output)\n Get code\n switch costume to (Output)\n if <(Output) = [19]> then\n Get code\n set [message v] to (Output)\n end\n create clone of (_myself_ v)\n if <(costume [number v]) = [19]> then\n change [signs v] by (1)\n end\n if <(@Invalid?) = [True]> then\n broadcast (Remove clones v)\n delete all of [level code v]\n set [clone id v] to [1]\n set [signs v] to [0]\n end\n if <(Finished generating) = [True]> then\n change [clone id v] by (1)\n stop [this script v]\n end\n change [clone id v] by (1)\nend\n\ndefine Get code\nset [output v] to []\nforever\n if <(letter (#) of (Answer)) = [;]> then\n change [# v] by (1)\n if <<(letter (#) of (Answer)) = []> or <(letter (#) of (Answer)) = [ ]>> then\n set [finished generating v] to [True]\n end\n stop [this script v]\n end\n set [output v] to (join (Output) (letter (#) of (Answer)))\n change [# v] by (1)\n if <(letter (#) of (Answer)) = []> then\n set [finished generating v] to [True]\n set [playing game? v] to [False]\n set [game mode v] to [1]\n set [@invalid? v] to [True]\n broadcast (Build platformer v)\n broadcast (Begin v)\n broadcast (Invalid v)\n stop [this script v]\n end\nend\n\ndefine Check for player\nif <(Clone id) = [1]> then\n if <(Touched player) = [False]> then\n switch costume to (green flag hitbox v)\n if <touching (player v)?> then\n set [touched player v] to [True]\n broadcast (Won v)\n end\n switch costume to (green flag2 v)\n end\nelse\n if <(costume [number v]) = [19]> then\n say []\n switch costume to (green flag hitbox v)\n if <touching (player v)?> then\n say (Message)\n end\n switch costume to (sign post v)\n else\n if <(costume [number v]) = [24]> then\n switch costume to (green flag hitbox v)\n if <touching (player v)?> then\n set [@spawn x v] to (SCROLL X)\n set [@spawn y v] to (SCROLL Y)\n end\n switch costume to (checkpoint v)\n else\n if <(costume [number v]) = [25]> then\n switch costume to (bounce pad hitbox v)\n if <touching (player v)?> then\n set [y vel v] to [20]\n end\n switch costume to (bounce up v)\n else\n if <(costume [number v]) = [26]> then\n switch costume to (bounce pad hitbox v)\n if <touching (player v)?> then\n set [y vel v] to [-20]\n end\n switch costume to (bounce down v)\n else\n if <(costume [number v]) = [27]> then\n switch costume to (spinning spikes hitbox v)\n if <touching (player v)?> then\n broadcast (Kill player v)\n end\n switch costume to (spikes v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset flag v]\nset [touched player v] to [False]\n\nwhen I receive [remove level v]\ndelete this clone\n\nwhen I receive [remove clones v]\ndelete this clone\n\nwhen flag clicked\nset [@mouse free? v] to [True]\nset [hiding???? v] to [False]\n\ndefine Get block selected\nif <<<(costume [number v]) < [19]> and <[5] < (costume [number v])>> or <<(costume [number v]) < [24]> and <[19] < (costume [number v])>>> then\n set [platform selected v] to [1]\n stop [this script v]\nend\nif <(Clone id) = [1]> then\n set [platform selected v] to [6]\n stop [this script v]\nend\nif <<(costume [number v]) = [25]> or <(costume [number v]) = [26]>> then\n set [platform selected v] to [2]\n stop [this script v]\nend\nif <(costume [number v]) = [27]> then\n set [platform selected v] to [3]\n stop [this script v]\nend\nif <(costume [number v]) = [19]> then\n set [platform selected v] to [4]\n stop [this script v]\nend\nif <(costume [number v]) = [24]> then\n set [platform selected v] to [5]\n stop [this script v]\nend\nif <(costume [number v]) = [28]> then\n set [platform selected v] to [7]\n stop [this script v]\nend\n\ndefine Sense player\nchange x by (5)\nif <touching (player v)?> then\n set [hiding???? v] to [True]\n hide\n start sound [Coin v]\nend\nchange x by (-10)\nif <touching (player v)?> then\n set [hiding???? v] to [True]\n hide\n start sound [Coin v]\nend\nchange x by (5)\nchange y by (5)\nif <touching (player v)?> then\n set [hiding???? v] to [True]\n hide\n start sound [Coin v]\nend\nchange y by (-10)\nif <touching (player v)?> then\n set [hiding???? v] to [True]\n hide\n start sound [Coin v]\nend\nchange y by (5)\n\n@Main buttons\n\nwhen I receive [begin v]\ndelete this clone\n\nwhen I receive [hide buttons v]\nhide\n\ndefine Setup buttons\ngo to x: (0) y: (50)\nswitch costume to (create v)\nset [clone id v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n change [clone id v] by (1)\n change y by (-60)\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\nSetup buttons\n\nwhen I start as a clone\nshow\nset size to (0) %\nrepeat (20)\n change size by (5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <(@Playsound) = [True]> then\n start sound [Suction Cup v]\n set [@playsound v] to [False]\n end\n if <mouse down?> then\n start sound [Wood Tap v]\n set [game mode v] to (Clone id)\n broadcast (Remove level v)\n if <(Clone id) = [1]> then\n broadcast (Hide buttons v)\n set [playing game? v] to [False]\n broadcast (Build platformer v)\n else\n set [playing game? v] to [True]\n broadcast (Hide buttons v)\n ask [Paste the level code here] and wait\n set [answer v] to (answer)\n broadcast (Load platforms v)\n end\n broadcast (Begin v)\n wait until <not <mouse down?>>\n end\n else\n set [@playsound v] to [True]\n set size to (100) %\n end\n set [ghost v] effect to (15)\nend\n\n@Player\n\ndefine Reset (ghost)\nset size to (50) %\ngo to x: (0) y: (0)\nset [ghost effect v] to (ghost)\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [scroll x v] to (@Spawn X)\nset [scroll y v] to (@Spawn Y)\n\ndefine Platformer physics (jump height) (friction) (side speed) (gravity) (slope)\nswitch costume to (hitbox v)\nchange [y vel v] by (gravity)\nchange y by (Y vel)\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n if <<((([abs v] of (Y vel) ) / (Y vel)) * (-1)) = [1]> and <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n start sound [Jump v]\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x vel v] by (side speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x vel v] by ((side speed) * (-1))\n point in direction (-90)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (platforms v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (platforms v)?> then\n change y by (Slope)\n repeat until <not <touching (platforms v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\nend\nchange [scroll x v] by (() - (x position))\nchange [scroll y v] by ((y position) - ())\ngo to x: (0) y: (0)\nif <(SCROLL Y) < [-500]> then\n start sound [Oops v]\n set [dead? v] to [True]\nend\nswitch costume to (Costume #)\n\nwhen flag clicked\nset rotation style [left-right v]\nset [costume # v] to [2]\nforever\n if <(Playing Game?) = [True]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n repeat until <((([abs v] of (Y vel) ) / (Y vel)) * (-1)) = [1]>\n set [costume # v] to [6]\n end\n else\n if <<mouse down?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <[4] < (Costume #)> then\n set [costume # v] to [2]\n else\n change [costume # v] by (0.5)\n end\n else\n set [costume # v] to [2]\n end\n end\n end\nend\n\nwhen I receive [begin v]\nshow\ndelete all of [level code v]\nset [@spawn x v] to [0]\nset [@spawn y v] to [0]\nReset [100]\nforever\n if <(Playing Game?) = [True]> then\n Platformer physics [15] [0.7] [2] [-1] [8]\n if <(Dead?) = [True]> then\n set [dead? v] to [False]\n repeat (25)\n change [ghost effect v] by (-4)\n end\n Reset [0]\n repeat (25)\n change [ghost effect v] by (4)\n end\n end\n end\nend\n\nwhen flag clicked\nset [playing game? v] to [False]\nhide\n\nwhen I receive [reset v]\nset [@spawn x v] to [0]\nset [@spawn y v] to [0]\nReset [100]\n\nwhen I receive [kill player v]\nReset [100]\n\n@Build index\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nforever\n Set list position ((Clone Y) - (Build Index Y))\n if <(Playing Game?) = [False]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n start sound [Tennis Hit v]\n set [duplicate clone # v] to (Clone #)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\ndefine Detect mouse pointer\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(mouse y) < [150]> and <(mouse y) > [-150]>> then\n set [y v] to (mouse y)\n set [build index y v] to ((Y) + (-150))\n end\nend\n\ndefine Setup index (items)\nswitch costume to (item 1 v)\nset [build index y v] to [0]\nset [x v] to [-135]\nset [y v] to [150]\nset [clone y v] to [0]\nset [clone # v] to [1]\nrepeat (items)\n create clone of (_myself_ v)\n next costume\n change [clone y v] by (-40)\n change [clone # v] by (1)\nend\nswitch costume to (backing v)\n\ndefine Set list position (y)\ngo to x: (0) y: (y)\nif <(y) = (y position)> then\n show\nelse\n hide\nend\n\ndefine Create slider\nswitch costume to (pen v)\nset pen size to (8)\nset pen color to (#4c4c4c)\npen up\nerase all\ngo to x: (-135) y: (150)\npen down\ngo to x: (-135) y: (-150)\npen up\nDetect mouse pointer\ngo to x: (X) y: (Y)\nset pen color to (#b1b1b1)\nset pen size to (8)\npen down\npen up\nDetect mouse pointer\ngo to x: (0) y: (0)\nswitch costume to (backing v)\n\nif <(Playing Game?) = [True]> then\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [build platformer v]\nshow\nset [duplicate clone # v] to [0]\nswitch costume to (backing v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (17)\ngo to [back v] layer\nSetup index [23]\nforever\n if <(Playing Game?) = [False]> then\n set [ghost v] effect to (0)\n else\n pen up\n erase all\n set [ghost v] effect to (100)\n end\nend\n\nCreate slider\n\n@Buttons\n\nwhen flag clicked\nset [playing game? v] to [False]\nhide\n\nwhen I receive [build platformer v]\nshow\nswitch costume to (play v)\ngo to x: (0) y: (160)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n start sound [Wood Tap v]\n if <(Playing Game?) = [False]> then\n switch costume to (pause v)\n set [playing game? v] to [True]\n broadcast (Reset flag v)\n else\n switch costume to (play v)\n set [playing game? v] to [False]\n end\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Effects\n\nwhen flag clicked\nset [ghost effect v] to [100]\ngo to x: (0) y: (0)\nshow\nforever\n set [ghost v] effect to (Ghost effect)\n go to [front v] layer\nend\n\n@Finish\n\nwhen flag clicked\nshow list [export v]\nhide\nset [@importing v] to [False]\n\nwhen I receive [build platformer v]\nSetup buttons\n\ndefine Setup list\ndelete all of [export v]\nadd [Copy the code below] to [export v]\nadd [] to [export v]\nset [# v] to [1]\nrepeat (length of [level code v])\n replace item (2) of [export v] with (join (join (item (2) of [export v]) (item (#) of [level code v])) [;])\n change [# v] by (1)\nend\nadd [] to [export v]\nif <[500] < (length of (item (2) of [export v]))> then\n add [Your code is too long for the comments] to [export v]\nelse\n add [You can paste your code in the comments section] to [export v]\nend\nadd [Add your level codes here:] to [export v]\nadd [https://scratch.mit.edu/discuss/topic/431247] to [export v]\n\ndefine Setup buttons\nhide\ngo to x: (200) y: (160)\nset [clone # v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone # v] by (1)\n change x by (-80)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Playing Game?) = [False]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n start sound [Wood Tap v]\n if <(Clone #) = [2]> then\n Setup list\n hide list [export v]\n wait until <not <mouse down?>>\n else\n ask [] and wait\n set [answer v] to (answer)\n broadcast (Remove level v)\n set [@importing v] to [True]\n broadcast (Load platforms v)\n wait (1) seconds\n set [@importing v] to [False]\n end\n end\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Notifications\n\nwhen flag clicked\nset [repeat times v] to [1]\ngo to x: (500) y: (-138)\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nstart sound [Connect v]\nrepeat (50)\n change [ghost v] effect by (-4)\n change x by ((-50) / (Repeat times))\n change [repeat times v] by (1)\nend\nwait (2) seconds\nset [repeat times v] to [50]\nrepeat (50)\n change [ghost v] effect by (2)\n change x by ((50) / (Repeat times))\n change [repeat times v] by (-1)\nend\nhide\nset [repeat times v] to [1]\ngo to x: (500) y: (-138)\nshow\nset [ghost v] effect to (100)\nwait (12) seconds\nstart sound [Connect v]\nrepeat (50)\n change [ghost v] effect by (-4)\n change x by ((-50) / (Repeat times))\n change [repeat times v] by (1)\nend\nwait (2) seconds\nset [repeat times v] to [50]\nrepeat (50)\n change [ghost v] effect by (2)\n change x by ((50) / (Repeat times))\n change [repeat times v] by (-1)\nend\nhide\n\n@Reset\n\nwhen flag clicked\nset [playing game? v] to [False]\nhide\n\nwhen I receive [build platformer v]\nshow\nswitch costume to (reset v)\ngo to x: (60) y: (160)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n broadcast (Reset v)\n broadcast (Reset flag v)\n start sound [Wood Tap v]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Up and down\n\nwhen flag clicked\nhide\n\nwhen I receive [build platformer v]\nhide\nSetup buttons\n\ndefine Setup buttons\nset [clone move speed v] to [20]\nswitch costume to (up v)\ngo to x: (-110) y: (160)\nrepeat (2)\n create clone of (_myself_ v)\n change [clone move speed v] by (-40)\n change y by (-40)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Playing Game?) = [False]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n change [build index y v] by (Clone move speed)\n if <[0] < (Build Index Y)> then\n set [build index y v] to [0]\n end\n if <(Build Index Y) < [-1000]> then\n set [build index y v] to [-1000]\n end\n end\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Win animation\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [won v]\nshow\nset [ghost v] effect to (100)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <mouse down?> then\n broadcast (Remove finish message v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (backing v)\ngo to [back v] layer\nrepeat (25)\n change [ghost v] effect by (-3)\nend\n\nwhen I receive [remove finish message v]\nhide\ndelete this clone\n\n@Build border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [build platformer v]\nshow\nrepeat (5)\n go to [back v] layer\nend\nforever\n if <(Playing Game?) = [False]> then\n show\n else\n hide\n end\nend\n\n@Delete\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (-60) y: (160)\nshow\nforever\n if <(Playing Game?) = [False]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n set [delete? v] to [True]\n else\n set [ghost v] effect to (0)\n set [delete? v] to [False]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [build platformer v]\ncreate clone of (_myself_ v)\n\n@Invalid code \n\nwhen flag clicked\ngo to x: (36) y: (32)\nhide\n\nwhen I receive [invalid v]\nshow\nrepeat (10)\n go to [back v] layer\nend\nstart sound [Oops v]\nrepeat (10)\n change y by (-5)\nend\nwait (3) seconds\nrepeat (10)\n change y by (5)\nend\nhide\n\nwhen I receive [begin v]\nhide\nrepeat (10)\n go to [back v] layer\nend\n\n@Block type\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [build platformer v]\nhide\nrepeat (10)\n go to [back v] layer\nend\nforever\n if <(Playing Game?) = [False]> then\n if <(@Mouse free?) = [False]> then\n show\n else\n hide\n end\n else\n hide\n end\n switch costume to (Platform selected)\nend\n\n
Post ideas and new platforms I could add in in the comments!!\n==================Create==================\n*Simply select one of the platforms on the left and drag it around\n*To move simply play and then move your character where you want to build and then pause\n*To get your level code click the export button and copy the code on the 2nd line\n*The import button allows you to load and continue working on levels\n*To delete a platform, hover over it and then let go of it\n=================Export==================\n*On computer triple click the 2nd line of the export list and then copy\n*On mobile click and hold on the 2nd line of the export list and then drag the first blue dot to the start of the second line and drag the second dot to the end of the 3rd line and then copy\n\n=================Import==================\n*Paste a level code into the text box and have fun playing the game
Cloud Multiplayer Scrolling Platformer Engine
@Stage\n\n@Banners\n\ndefine Turbo mode detector\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n set [turbo mode v] to [false]\nelse\n set [turbo mode v] to [true]\n broadcast (Turbo Mode v) and wait\nend\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (1) seconds\n hide\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen I receive [you have been booted. v]\nswitch costume to (booted v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<<<key (any v) pressed?> or <(username) = [Cloud-Multiplayer]>> or <mouse down?>> or <(Full?) = [True]>> then\n set [moved? v] to [800]\nend\nchange [moved? v] by (-1)\nCheck (username)\nif <(Moved?) < [1]> then\n broadcast (You have been booted. v)\n stop [all v]\nend\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (Cloud List Length)) - (1)) of [cloud list v]) to [check v]\nend\nwait (pick random (1.9) to (3.1)) 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?) * (Cloud List Length)) - (1)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen I receive [turbo mode v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (turbo mode v)\nshow\nstop [all v]\n\nwhen I receive [start v]\nforever\n Turbo mode detector\nend\n\ndefine Check (username)\nset [i v] to [0]\ndelete all of [other check v]\nrepeat (10)\n change [i v] by (1)\n if <<not <(i) = (@PlayerSlot)>> and <not <(item (i) of [active check v]) = [Off]>>> then\n add (item ((i) * (4)) of [cloud list v]) to [other check v]\n end\nend\nset [i v] to [0]\nrepeat (length of [other check v])\n change [i v] by (1)\n if <<(item (i) of [other check v]) = (username)> and <(@PlayerSlot) < (i)>> then\n set [@playerslot v] to [0]\n end\nend\n\nwhen [space v] key pressed\nset [full? v] to [True]\n\n@Thumbnail\n\nwhen I receive [initialise v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@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) * (Cloud List Length)) - (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 <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (Cloud List Length)) - (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) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [do thingy v]\nDecode Data\nUpdate Players List [1]\nwait (1) seconds\nDecode Data\nUpdate Players List [2]\n\n@Player\n\nchange x by (((x position) - ((item (((id) * (Cloud List Length)) - (3)) of [cloud list v]) - (ScrollX))) / (-5))\nchange y by (((y position) - (item (((id) * (Cloud List Length)) - (2)) of [cloud list v])) / (-5))\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\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\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\ndefine Movement (id)\nshow\nthink (username)\nSave My Data\nGriffpatch Platforming Engine [5]\n\ndefine Player (id)\nif <not <(id) = [11]>> then\n if <(item (id) of [active check v]) = [Off]> then\n hide\n else\n if <<(x position) > [237]> or <(x position) < [-237]>> then\n hide\n else\n show\n end\n think (item (((id) * (Cloud List Length)) - (0)) of [cloud list v])\n switch costume to (item (((id) * (Cloud List Length)) - (4)) of [cloud list v])\n point in direction (item (((id) * (Cloud List Length)) - (5)) of [cloud list v])\n go to x: ((item (((id) * (Cloud List Length)) - (3)) of [cloud list v]) - (ScrollX)) y: (item (((id) * (Cloud List Length)) - (2)) of [cloud list v])\n end\nelse\n hide\nend\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n Player (Clone ID)\nend\nif <(Full?) = [True]> then\n set [scrollx v] to (item (((1) * (Cloud List Length)) - (3)) of [cloud list v])\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [initialise v]\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (11)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (direction) to [my list v]\nadd (costume [number v]) to [my list v]\nadd (ScrollX) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (9999) to (999999)) to [my list v]\nadd (username) to [my list v]\n\n@Level ART\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [tick v]\nset x to ((Level_X) - (ScrollX))\nif <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\nelse\n show\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\n@Level HITBOX\n\ndefine Create\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [tick v]\nset x to ((Level_X) - (ScrollX))\nif <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\nelse\n show\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\n
Trap house platformer
@Stage\n\nwhen I receive [; v]\nstop all sounds\nset [b v] to [1]\n\nwhen flag clicked\nset [b v] to [0]\nforever\n if <(b) = [1]> then\n set volume to (500) %\n set instrument to (9 v)\n play note (77) for (0.1) beats\n play note (77) for (0.1) beats\n play note (77) for (0.1) beats\n play note (77) for (0.1) beats\n rest for (0.25) beats\n play note (75) for (0.1) beats\n rest for (0.15) beats\n play note (79) for (0.1) beats\n rest for (0.15) beats\n play note (77) for (1) beats\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-189) y: (-75)\nset rotation style [left-right v]\npoint in direction (90)\nswitch backdrop to (1 v)\nset size to (30) %\nset [x v] to [0]\nset [y v] to [0]\nset [音 v] to [1]\nshow\n\nwhen I start as a clone\nclear graphic effects\nset size to (30) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (音 v)\nswitch backdrop to (背景2 v)\nshow\ngo to [front v] layer\nset [音 v] to [1]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <(右) = [1]>> 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 <(左) = [1]>> 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) * (0.888888))\n change x by (x)\n if <touching color (#999999)?> then\n change y by (1)\n end\n if <touching color (#999999)?> then\n change y by (1)\n end\n if <touching color (#999999)?> then\n change y by (1)\n end\n if <touching color (#999999)?> then\n change y by (1)\n end\n if <touching color (#999999)?> then\n change y by (1)\n end\n if <touching color (#999999)?> 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 <(上) = [1]>> 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 change y by (-1)\n if <touching color (#999999)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <<<key (up arrow v) pressed?> and <touching color (#999999)?>> or <<(上) = [1]> and <touching color (#999999)?>>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <(x position) > [233]> then\n if <not <(backdrop [number v]) = [10]>> then\n next backdrop\n set [x v] to [0]\n set [y v] to [0]\n wait (0.01) seconds\n go to x: (-189) y: (-75)\n end\n end\n if <[-184] > (y position)> then\n set [x v] to [0]\n set [y v] to [0]\n wait (0.01) seconds\n go to x: (-189) y: (-75)\n end\n if <touching color (#d82828)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-189) y: (-75)\n end\n if <<touching (スプライト3 v)?> and <not <([costume # v] of [スプライト3 v]) = [1]>>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-189) y: (-75)\n end\n if <touching (スプライト5 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-189) y: (-75)\n end\n if <(backdrop [number v]) = [10]> then\n broadcast (; v)\n end\nend\n\nwhen I receive [音 v]\nplay sound [mayonakanoomochabako v] until done\nbroadcast (音 v)\n\n@スプライト2\n\ndefine アニメーション\nswitch costume to (コスチューム4 v)\nwait (5) seconds\nswitch costume to (コスチューム5 v)\nwait (0.05) seconds\nswitch costume to (コスチューム3 v)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\nwait (0.05) seconds\nswitch costume to (コスチューム1 v)\nwait (5) seconds\nswitch costume to (コスチューム2 v)\nwait (0.05) seconds\nswitch costume to (コスチューム3 v)\nwait (0.05) seconds\nswitch costume to (コスチューム5 v)\nwait (0.05) seconds\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景3 v]\ngo to x: (54) y: (-24)\nshow\nrepeat until <not <(backdrop [number v]) = [3]>>\n アニメーション\nend\n\nwhen backdrop switches to [背景3 v]\nwait until <not <(backdrop [number v]) = [3]>>\nhide\n\nwhen backdrop switches to [背景7 v]\ngo to x: (-91) y: (-133)\ncreate clone of (_myself_ v)\nshow\nrepeat (5)\n move (55) steps\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nrepeat until <not <(backdrop [number v]) = [7]>>\n アニメーション\nend\n\nwhen I start as a clone\nwait until <not <(backdrop [number v]) = [7]>>\ndelete this clone\n\n@スプライト3\n\nwhen backdrop switches to [背景4 v]\ngo to x: (46) y: (-149)\nwait until <not <(backdrop [number v]) = [4]>>\nhide\n\nwhen backdrop switches to [背景4 v]\nshow\n\nwhen flag clicked\nhide\n\ndefine アニメーション\nswitch costume to (コスチューム1 v)\nwait (0.75) seconds\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\nwait (0.01) seconds\nswitch costume to (コスチューム4 v)\nwait (0.01) seconds\nswitch costume to (コスチューム5 v)\nwait (2) seconds\nswitch costume to (コスチューム4 v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nswitch costume to (コスチューム1 v)\nwait (2) seconds\n\nwhen backdrop switches to [背景4 v]\nswitch costume to (コスチューム1 v)\nforever\n if <(distance to [スプライト1 v]) < [120]> then\n アニメーション\n end\nend\n\n@スプライト4\n\nwhen backdrop switches to [背景5 v]\ngo to x: (123) y: (-107)\nshow\nrepeat until <not <(backdrop [number v]) = [5]>>\n broadcast (発射 v)\n wait (1.5) seconds\nend\n\nwhen backdrop switches to [背景5 v]\nwait until <not <(backdrop [number v]) = [5]>>\nhide\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen I receive [発射 v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (98) y: (-102)\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nshow\npoint in direction (-90)\nrepeat until <<touching (_edge_ v)?> or <touching (スプライト1 v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen backdrop switches to [背景5 v]\nwait until <not <(backdrop [number v]) = [5]>>\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景6 v]\nwait until <not <(backdrop [number v]) = [6]>>\nhide\n\nwhen backdrop switches to [背景6 v]\ngo to x: (-27) y: (-17)\nshow\n\nwhen backdrop switches to [背景8 v]\ngo to x: (-85) y: (150)\ncreate clone of (_myself_ v)\nrepeat (5)\n move (60) steps\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [背景8 v]\nwait until <not <(backdrop [number v]) = [8]>>\nhide\n\nwhen I start as a clone\nshow\nwait until <not <(backdrop [number v]) = [8]>>\ndelete this clone\n\n@スプライト7\n\nwhen backdrop switches to [背景6 v]\nwait until <not <(backdrop [number v]) = [6]>>\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景6 v]\ngo to x: (-27) y: (-17)\nshow\nrepeat until <not <(backdrop [number v]) = [6]>>\n turn left (5) degrees\nend\n\nwhen backdrop switches to [背景8 v]\npoint in direction (-90)\ngo to x: (-85) y: (150)\ncreate clone of (_myself_ v)\nrepeat (5)\n move (-60) steps\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <not <(backdrop [number v]) = [8]>>\n turn left (5) degrees\nend\ndelete this clone\n\n@スプライト8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景8 v]\ngo to x: (-85) y: (-150)\ncreate clone of (_myself_ v)\nrepeat (5)\n move (60) steps\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [背景8 v]\nwait until <not <(backdrop [number v]) = [8]>>\nhide\n\nwhen I start as a clone\nshow\nwait until <not <(backdrop [number v]) = [8]>>\ndelete this clone\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景8 v]\npoint in direction (90)\ngo to x: (-85) y: (-150)\ncreate clone of (_myself_ v)\nrepeat (5)\n move (60) steps\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <not <(backdrop [number v]) = [8]>>\n turn right (5) degrees\nend\ndelete this clone\n\n@スプライト10\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [右 v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [右 v] to [0]\n end\nend\n\n@スプライト11\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [上 v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [上 v] to [0]\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [左 v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n set [左 v] to [0]\n end\nend\n\n
十字キーで移動\nガスバーナー 時間経過でオンオフ\nとげ 近づくと発動、再発動まで時間がかかる\n大砲 見た目の通り\n回転しているバーナー 見た目の通り\n最近プラットフォーマーが多いので今回は罠などの仕掛けをメインにしたプラットフォーマーを作りました。
Platformer Tutorial + Script #music #platformer #tutorial #all
@Stage\n\n@Player\n\nwhen flag clicked\nif <(t.tutorial_on?) = [true]> then\n hide\nelse\n show\n Reset Player Data\n forever\n Player Tick [3] [.7] Console <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n end\nend\n\ndefine Player Tick (speed) (friction) Console <right> <left> <up>\nset [x_vel v] to (((X_Vel) + ((<right> - <left>) * (speed))) * (friction))\npoint in direction ((([abs v] of (X_Vel) ) / (X_Vel)) * (90))\nchange x by (X_Vel)\nif <touching (levels v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [10]> or <not <touching (levels v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by ((Slope) * (-1))\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (X_Vel) ) / (X_Vel)) * (-1))\n end\n if <up> then\n set [y_vel v] to [12]\n if <(([abs v] of (X_Vel) ) / (X_Vel)) = [1]> then\n set [x_vel v] to [-24]\n else\n set [x_vel v] to [24]\n end\n else\n set [x_vel v] to [0]\n end\n end\nend\nif <<up> and <(Jumping) < [3]>> then\n set [y_vel v] to [12]\nelse\n change [y_vel v] by (-1)\nend\nchange [jumping v] by (1)\nchange y by (Y_Vel)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (Y_Vel) ) / (Y_Vel)) * (-1))\n end\n if <(([abs v] of (Y_Vel) ) / (Y_Vel)) = [-1]> then\n set [jumping v] to [0]\n end\n set [y_vel v] to [0]\nend\n\ndefine Reset Player Data\nset rotation style [left-right v]\ngo to x: (-120) y: (-20)\nset [jumping v] to [0]\nset [slope v] to [0]\nset [x_vel v] to [0.000001]\nset [y_vel v] to [-0.00001]\n\n@Levels\n\nwhen flag clicked\nset [t.tutorial_on? v] to [true]\nif <(t.tutorial_on?) = [true]> then\n hide\nelse\n set [level v] to [1]\n forever\n show\n switch costume to (Level)\n end\nend\n\n@Tutorial\n\nwhen flag clicked\nswitch costume to (0 v)\nset [costume v] to [0]\nshow list [see wild encounter! from tacqbros v]\ndelete all of [see wild encounter! from tacqbros v]\nadd [Wild Encounter! #Animation] to [see wild encounter! from tacqbros v]\nadd [https://scratch.mit.edu/projects/411352091] to [see wild encounter! from tacqbros v]\nadd [Copy + Paste] to [see wild encounter! from tacqbros v]\nforever\n switch costume to (Costume)\n if <<<key (enter v) pressed?> or <key (space v) pressed?>> or <<key (right arrow v) pressed?> or <mouse down?>>> then\n change [costume v] by (1)\n wait until <not <<<key (enter v) pressed?> or <key (space v) pressed?>> or <<key (right arrow v) pressed?> or <mouse down?>>>>\n end\n if <key (left arrow v) pressed?> then\n change [costume v] by (-1)\n wait until <not <key (left arrow v) pressed?>>\n end\n if <(costume [name v]) = [23]> then\n hide list [see wild encounter! from tacqbros v]\n else\n show list [see wild encounter! from tacqbros v]\n end\nend\n\nwhen flag clicked\nset [m.on? v] to [true]\nforever\n play sound [BG music \(by me\) v] until done\nend\n\nwhen [timer v] > (0.01)\nshow list [see wild encounter! from tacqbros v]\nplay sound [BG music \(by me\) v] until done\n\nwhen flag clicked\nforever\n if <(m.on?) = [true]> then\n else\n stop all sounds\n end\n if <key (m v) pressed?> then\n if <(m.on?) = [true]> then\n set [m.on? v] to [false]\n else\n set [m.on? v] to [true]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@icon\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n show\n go to x: (200) y: (-140)\n set size to (25) %\n set [ghost v] effect to (70)\nend\n\nwhen [timer v] > (0.01)\nhide\n\n
~青空~ a platformer
@Stage\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (-214) y: (-30)\nswitch costume to (player v)\nset [gravity v] to [0]\nset [speed v] to [0]\nset [can i move? v] to [1]\npoint in direction (90)\nset size to (100) %\nforever\n if <(can I move?) = [1]> then\n change [gravity v] by (-0.8)\n change y by (gravity)\n if <touching color (#41ff00)?> then\n change y by ((gravity) * (-1))\n set [gravity v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [pa1 v]\n set [gravity v] to [13]\n end\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [speed v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [speed v] by (-1)\n end\n set [speed v] to ((speed) * (0.9))\n change x by (speed)\n if <touching color (#a66800)?> then\n change x by ((speed) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [pa1 v]\n set [gravity v] to [10]\n end\n if <[0] < (speed)> then\n set [speed v] to [-10]\n else\n set [speed v] to [10]\n end\n end\n if <<<touching color (#ff0000)?> or <(y position) < [-185]>> or <touching (bullet v)?>> then\n start sound [papa1 v]\n clear graphic effects\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set size to (100) %\n clear graphic effects\n go to x: (-214) y: (-99)\n end\n if <touching color (#ff00d0)?> then\n set [gravity v] to [20]\n end\n if <[244] < (x position)> then\n if <not <([costume # v] of [stage v]) = [12]>> then\n hide\n broadcast (next! v)\n set [can i move? v] to [0]\n end\n end\n end\nend\n\nwhen I receive [next! v]\nwait (1) seconds\nset [can i move? v] to [1]\nshow\ngo to x: (-214) y: (-99)\n\nwhen I receive [ed v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [next! v]\nif <(costume [number v]) = [10]> then\n broadcast (ED v)\n stop [this script v]\nend\nwait (0.75) seconds\nnext costume\n\nwhen I receive [ed v]\nhide\n\nbroadcast (ED v)\n\n@bg\n\nwhen I receive [ed v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nforever\n play sound [game_maoudamashii_5_town24 v] until done\nend\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@NEXT!\n\nwhen I receive [next! v]\nshow\nstart sound [sceneswitch1 v]\ngo to x: (0) y: (-347)\nglide (1.5) secs to x: (0) y: (347)\nhide\n\nwhen I receive [ed v]\nforever\n hide\nend\n\n@gimmick\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <([costume # v] of [stage v]) = [5]> then\n switch costume to (7 v)\n set rotation style [all around v]\n show\n go to x: (0) y: (10)\n turn right (4) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [stage v]) = [5]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [stage v]) = [5]> then\n go to x: (124) y: (-262)\n glide (1.5) secs to x: (124) y: (262)\n glide (1.5) secs to x: (124) y: (-262)\n end\nend\n\n@ED\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (ふたさんの背景なんて神ではないか。 v)\n go to [back v] layer\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (100)\n 回転 [0.5] 度 [20] 回\n else\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-120)\n set size to (100) %\n forever\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (90) y: (-7)\n switch costume to (フォローする v)\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [4]> then\n start sound [mens-yeah1 v]\n switch costume to (フォローをやめる v)\n end\n end\n end\n else\n if <(costume [number v]) = [6]> then\n go to x: (-127) y: (-12)\n end\n end\n end\n end\nend\n\ndefine 回転 (度) 度 (繰り返し) 回\npoint in direction (90)\nrepeat ((繰り返し) / (2))\n turn left (度) degrees\nend\nforever\n repeat (繰り返し)\n turn right (度) degrees\n end\n repeat (繰り返し)\n turn left (度) degrees\n end\nend\n\nwhen I receive [ed v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (ふたさんの背景なんて神ではないか。 v)\ncreate clone of (_myself_ v)\nswitch costume to (thx v)\ncreate clone of (_myself_ v)\nswitch costume to (💖と⭐ v)\ncreate clone of (_myself_ v)\nswitch costume to (フォローする v)\ncreate clone of (_myself_ v)\nswitch costume to (アイコン v)\ncreate clone of (_myself_ v)\n\nwhen I receive [ed v]\nstop all sounds\nforever\n play sound [おもいで v] until done\nend\n\n
(日本語の説明は下にあります!)\nCollaboration with @tamagoyaki083!\nClick here for the work by @tamagoyaki083 ↓\nhttps://scratch.mit.edu/projects/417103834/\n\nMove with the arrow keys!\nYou can kick the wall!\nCompatible with smartphones! Tap the right side of the screen to move right, tap the left side of the screen to move left, tap the top of the screen to jump!\nThere are few stages ... I'm sorry (T_T)\n\n@tamagoyaki083 様とのコラボ作品です!\n@tamagoyaki083 様側の作品はこちら↓\nhttps://scratch.mit.edu/projects/417103834/\n\n矢印キーで移動です!\n壁キックできます!\nスマホの場合、画面右側タップで右に移動、画面左側タップで左に移動、画面上側をタップでジャンプです!
☁ Save the Panda: a platformer
@Stage\n\nwhen flag clicked\nplay sound [King Dedede Intro v] until done\nforever\n play sound [Vs King Dedede - Kirby Star Allies v] until done\nend\n\n@connecting\n\nif <(length of [cloud list v]) = [0]> then\n\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (failed v)\n end\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nif <(length of [cloud list v]) = [0]> then\n set [@playerslot v] to [1]\nelse\n repeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\n end\n wait (2) seconds\n broadcast (Get Data v) and wait\n set [moved? v] to [1]\n repeat until <(item (((Moved?) * (8)) - (5)) of [cloud list v]) = (item (Moved?) of [check v])>\n change [moved? v] by (1)\n end\n set [@playerslot v] to (Moved?)\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n connecttest (@PlayerSlot)\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen I receive [aw v]\nshow\ngo to [front v] layer\nswitch costume to (full2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (full v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [failed v]\nshow\ngo to [front v] layer\nswitch costume to (failed v)\nstop [all v]\n\nwhen I receive [start teh game that loads bla v]\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nelse\n wait (1) seconds\n set [started v] to [1]\n broadcast (start v)\nend\nhide\nforever\n broadcast (Tick v) and wait\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\ngo to (random position v)\n\n@Players\n\ndefine Movement (id)\nset size to (60) %\nshow\nchange [y2 v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nelse\n think []\nend\nif <(x position) > [230]> then\n if <(Level) = [19]> then\n broadcast (win v)\n end\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (levels v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (levels v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <touching (danger v)?> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <[-179] > (y position)> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nSave My Data\ngo to [front v] layer\nif <key (s v) pressed?> then\n if <[4] > (skip)> then\n change [level v] by (1)\n wait (1) seconds\n go to x: (-192) y: (0)\n change [skip v] by (1)\n set [x2 v] to [0]\n set [y2 v] to [0]\n else\n broadcast (come v)\n end\nend\n\nwhen I receive [initialise v]\nif <(username) = [jhehmann]> then\n stop [all v]\nelse\n hide\n set [username v] to (username)\n set [clone id v] to [0]\n repeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (60) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n if <(item (((id) * (8)) - (2)) of [cloud list v]) > [0]> then\n say (item ((item (((id) * (8)) - (2)) of [cloud list v]) + ((item (((id) * (8)) - (1)) of [cloud list v]) * (9))) of [chat v])\n end\n else\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n hide\n end\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\n\n\nwhen I receive [start v]\nshow variable [players v]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen flag clicked\nset [chat v] to [0]\nset [chat1 v] to [1: Hi!]\nset [chat2 v] to [2: Hello!]\nset [chat3 v] to [3: How are you?]\nset [chat4 v] to [4: I'm fine, thanks!]\nset [chat5 v] to [5: I'm fine! What about you?]\nset [chat6 v] to [6: Not so good :\(]\nset [chat7 v] to [7: How to beat this level?]\nset [chat8 v] to [8: Come with me!]\nset [chat9 v] to [9: Wait for me!]\nset [chat10 v] to [A: Heyo!]\nset [chat11 v] to [B: OK]\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Hello!] to [chat v]\nadd [How are you?] to [chat v]\nadd [I'm fine, thanks!] to [chat v]\nadd [I'm fine! What about you?] to [chat v]\nadd [Not so good :\(] to [chat v]\nadd [How to beat this level?] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Wait for me!] to [chat v]\nadd [Heyo!] to [chat v]\nadd [OK] to [chat v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen I receive [start v]\nforever\n if <(chat) = [1]> then\n show variable [chat1 v]\n show variable [chat2 v]\n show variable [chat3 v]\n show variable [chat4 v]\n show variable [chat5 v]\n show variable [chat6 v]\n show variable [chat7 v]\n show variable [chat8 v]\n show variable [chat9 v]\n show variable [chat10 v]\n show variable [chat11 v]\n if <key (1 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (2 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (3 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [3]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (4 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [4]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (5 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [5]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (6 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [6]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (7 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [7]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (8 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [8]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (9 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [9]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (a v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (b v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n else\n hide vars\n end\nend\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nhide variable [chat10 v]\nhide variable [chat11 v]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nhide variable [skip v]\nset [skip v] to [0]\nset [chat.output v] to [0]\n\nwhen I receive [win v]\nhide variable [skip v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ p1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Messages\n\ndefine lerp to (xf) (yf) at smoothness (s) for (t) frames\nrepeat (t)\n change x by (((xf) - (x position)) / (s))\n change y by (((yf) - (y position)) / (s))\nend\ngo to x: (xf) y: (yf)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (80)\n switch costume to (alone v)\n show\n lerp to (0) (0) at smoothness (19) for (69) frames\n wait (1) seconds\n lerp to (0) (80) at smoothness (19) for (69) frames\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n if <(pp) < (Players)> then\n wait (2) seconds\n if <(pp) < (Players)> then\n broadcast (joined v)\n set [pp v] to (Players)\n go to x: (0) y: (80)\n switch costume to (joined v)\n show\n lerp to (0) (0) at smoothness (19) for (69) frames\n wait (1) seconds\n lerp to (0) (80) at smoothness (19) for (69) frames\n hide\n end\n end\n if <(Players) < (pp)> then\n wait (2) seconds\n if <(Players) < (pp)> then\n broadcast (left v)\n set [pp v] to (Players)\n go to x: (0) y: (100)\n switch costume to (left v)\n show\n lerp to (0) (0) at smoothness (19) for (69) frames\n wait (1) seconds\n lerp to (0) (80) at smoothness (19) for (69) frames\n hide\n end\n end\nend\n\nwhen I receive [come v]\ngo to x: (0) y: (80)\nswitch costume to (out v)\nshow\nlerp to (0) (0) at smoothness (19) for (69) frames\nwait (1) seconds\nlerp to (0) (80) at smoothness (19) for (69) frames\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite2\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start teh game that loads bla v]\nshow\nset size to (20) %\nforever\n go to [front v] layer\n go [backward v] (1) layers\n turn right (15) degrees\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nbroadcast (Start teh game that loads bla v)\n\n@levels\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Danger\n\nwhen flag clicked\nset [brightness v] effect to (-3)\nshow\nset [ghost v] effect to (0)\nswitch costume to (lava spike v)\ngo to x: (0) y: (-20)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (Reset clone v)\nClone [1] [1] [-78] [-137]\nClone [3] [1] [86] [-158]\nwait until <[2] = (Level)>\nbroadcast (Reset clone v)\nClone [4] [2] [232] [-86]\nwait until <[3] = (Level)>\nbroadcast (Reset clone v)\nwait until <[4] = (Level)>\nbroadcast (Reset clone v)\nwait until <[6] = (Level)>\nbroadcast (Reset clone v)\nClone [5] [6] [191] [-99]\nwait until <[7] = (Level)>\nbroadcast (Reset clone v)\nwait until <[9] = (Level)>\nbroadcast (Reset clone v)\nClone [4] [9] [8] [-135]\nClone [4] [9] [57] [-135]\nClone [4] [9] [124] [-135]\nClone [4] [9] [176] [-135]\nwait until <[10] = (Level)>\nbroadcast (Reset clone v)\nbroadcast (win v)\n\ndefine Clone (costume) (level) (x) (y)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(costume [number v]) = [1]> then\n forever\n repeat (10)\n turn right (15) degrees\n end\n repeat (48)\n turn right (20) degrees\n end\n repeat (5)\n turn right (10) degrees\n end\n repeat (2)\n turn right (5) degrees\n end\n repeat (10)\n turn left (15) degrees\n end\n repeat (30)\n turn left (20) degrees\n end\n repeat (5)\n turn left (10) degrees\n end\n repeat (2)\n turn left (5) degrees\n end\n end\nend\nif <(costume [number v]) = [3]> then\n set [my variable v] to [0]\n forever\n change [my variable v] by (10)\n change y by ([cos v] of (my variable) )\n end\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\n go to [back v] layer\n show\n change y by (-40)\n forever\n show\n repeat (8)\n change y by (5)\n end\n wait (2) seconds\n repeat (8)\n change y by (-5)\n end\n hide\n wait (2) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n change y by (10)\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n turn right (15) degrees\n end\n repeat (10)\n change x by (-10)\n turn right (15) degrees\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n point in direction (90)\n forever\n wait (1) seconds\n Launch\n end\nend\nif <(costume [number v]) = [6]> then\n point in direction (90)\n show\n forever\n hide\n wait (1) seconds\n show\n wait (1) seconds\n end\nend\nif <(costume [number v]) = [7]> then\n point in direction (90)\n show\n forever\n hide\n wait (1) seconds\n show\n wait (1) seconds\n end\nend\n\nwhen I receive [reset clone v]\ndelete this clone\n\ndefine Launch\nswitch costume to (spike disc v)\ncreate clone of (_myself_ v)\nswitch costume to (launcher v)\n\n@vis\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Bounce pad\n\nwhen flag clicked\nhide\nforever\n if <touching (players v)?> then\n if <key (up arrow v) pressed?> then\n set [y2 v] to [20]\n switch costume to (pad v)\n repeat (11)\n next costume\n end\n else\n set [y2 v] to [15]\n switch costume to (pad v)\n repeat (11)\n next costume\n end\n end\n end\nend\n\nwhen I receive [start v]\nwait until <(Level) = [1]>\nshow\ngo to x: (-140) y: (-100)\nwait until <(Level) = [2]>\nhide\nwait until <(Level) = [3]>\ngo to x: (55) y: (-120)\ngo to [front v] layer\nshow\nwait until <(Level) = [4]>\nbroadcast (Reset clone v)\nhide\n\nshow\ngo to x: (-140) y: (-100)\n\nwait until <(Level) = [9]>\ngo to x: (114) y: (-115)\ngo to [front v] layer\nshow\nwait until <(Level) = [10]>\nhide\nwait until <(Level) = [12]>\nshow\ngo to x: (-24) y: (24)\ngo to [front v] layer\nshow\nwait until <(Level) = [13]>\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n hide variable [players v]\n go to [front v] layer\nend\n\n@Fog\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (010)\nforever\n if <touching (players v)?> then\n repeat (9)\n change [ghost v] effect by (10)\n end\n wait (2) seconds\n repeat (9)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [reset clone v]\ndelete this clone\n\nchange x by (40)\n\ndefine Fog\ngo to x: (-128) y: (141)\nrepeat (8)\n repeat (10)\n change y by (-30)\n create clone of (_myself_ v)\n end\n change x by (40)\n repeat (10)\n change y by (30)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nbroadcast (Reset clone v)\nhide\nwait until <(Level) = [7]>\nbroadcast (Reset clone v)\nFog\nwait until <(Level) = [9]>\nbroadcast (Reset clone v)\nwait until <(Level) = [9]>\nbroadcast (Reset clone v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Win\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Background effect\n\nwhen I start as a clone\nshow\nrepeat until <not <touching (_edge_ v)?>>\n change x by ((size) / (-10))\n turn right (1) degrees\nend\nrepeat until <touching (_edge_ v)?>\n turn right (1) degrees\n change x by ((size) / (-10))\nend\nrepeat (10)\n turn right (1) degrees\n change x by ((size) / (-10))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to (pick random (5) to (100)) %\n set [ghost v] effect to (size)\n wait (pick random (.01) to (.1)) seconds\n go to x: (999) y: (pick random (144) to (-144))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\n\n
\n\n100 love - @Jadeclaw33\n@Awesomebricks1 Loved and favorited!!!\nAHHH, @StratfordJames the KING of cloud multiplayer games favorited and commented!!!\n200 love- @cs1711171\n@0014049 LOVED!!!\n@Chipm0nk Loved and favorited!!!\n____________________________________________\nOh no, a panda has gone missing!! You must find it!!\nGo through fog to clear it up, don't touch spikes, and save the panda!! You can still click "s" to skip, but you have a limited amount of skips.\n \nFollow @bhehmann1 for more!!!\n\n____________How to save the pandas______________\nPandas are endangered!!! One way to help their popularity increase, is to simply use less paper. First lets discuss paper. Trees create paper! Pandas' homes are being cut down because of paper!!! Next time you mess up a drawing PLEASE consider using the back side, instead of chucking it in the trash can. Look up other ways to help pandas! You can even make a project raising awareness, and post the link in the comment section. If you decide to do so I will like and favorite it!!! Together we can save the pandas!!!
Endangered Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@player\n\nwhen I receive [start v]\nset size to (50) %\ngo to x: (-217) y: (-20)\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 <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#00ca00)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00ca00)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00ca00)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00ca00)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00ca00)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [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 (#000000)?> or <<touching color (#00ca00)?> 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?> or <key (w v) pressed?>> and <<touching color (#000000)?> or <<touching color (#00ca00)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#008987)?>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nset [game v] to [0]\nhide variable [game v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (bengal tiger v)\nshow\ngo to [front v] layer\nrepeat until <(game) = [1]>\n if <key (right arrow v) pressed?> then\n next costume\n wait (.50) seconds\n end\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait (.50) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (level v)\nshow\nforever\n if <(game) = [1]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (start v)\nset [game v] to [1]\nhide\n\nwhen flag clicked\nshow\n\n@tumbnail\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to [front v] layer\n\n
instructions in game. the playable animals are Bengal tiger, Amur Leopard, polar bear, panda, gorilla, orangutan, ,snow leopard, And the newly added komodo dragon! (use right & left arrow keys on start to shift through animals). feel free to remix and add your own animals!\n
Be Squared™ | Scrolling Platformer (Mobile Friendly)
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen [n v] key pressed\nhide variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\n\nwhen flag clicked\nhide variable [collected v]\nshow variable [xd v]\n\nwhen flag clicked\nhide variable [xd v]\nwait (1.15) seconds\nshow variable [xd v]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n hide variable [xd v]\n end\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nswitch costume to ( right v)\nhide\nwait (1) seconds\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\npoint in direction (90)\nswitch costume to ( right v)\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game- WIN\n else\n Game- DIE\n end\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> 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 <<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) < [-100]> then\n set [scroll x v] to [-100]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [-40]> then\n set [scroll y v] to [-40]\nend\nPosition\n\ndefine Change Player y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game- DIE\npoint in direction (90)\nswitch costume to ( right v)\nset [exit v] to []\nstart sound [OOF v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Test- DIE\npoint in direction (90)\nif <<touching (danger v)?> or <(y) < [-140]>> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\npoint in direction (90)\nwait (1) seconds\nforever\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\ndefine Game- WIN\npoint in direction (90)\nswitch costume to ( right v)\nrepeat (50)\n point towards (exit v)\n turn right (0) 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 Game On\nset size to (100) %\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 [ghost v] effect to (0)\nshow\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\n\nforever\n\nwait (pick random (3) to (5)) seconds\nif <<(costume [number v]) = [1]> and <key (right arrow v) pressed?>> then\n Right Blink\nend\n\ndefine Left Blink\nswitch costume to (left v)\nwait (0.03) seconds\nswitch costume to (blinking left2 v)\nwait (0.03) seconds\nswitch costume to (blinking left3 v)\nwait (0.03) seconds\nswitch costume to (blinking left4 v)\nwait (0.03) seconds\nswitch costume to (blinking left5 v)\nwait (0.03) seconds\nswitch costume to (blinking left5 v)\nwait (0.03) seconds\nswitch costume to (blinking left4 v)\nwait (0.03) seconds\nswitch costume to (blinking left3 v)\nwait (0.03) seconds\nswitch costume to (blinking left2 v)\nwait (0.03) seconds\nswitch costume to (left v)\n\ndefine Right Blink\nswitch costume to ( right v)\nwait (0.03) seconds\nswitch costume to (blinking right2 v)\nwait (0.03) seconds\nswitch costume to (blinking right3 v)\nwait (0.03) seconds\nswitch costume to (blinking right4 v)\nwait (0.03) seconds\nswitch costume to (blinking right5 v)\nwait (0.03) seconds\nswitch costume to (blinking right5 v)\nwait (0.03) seconds\nswitch costume to (blinking right4 v)\nwait (0.03) seconds\nswitch costume to (blinking right3 v)\nwait (0.03) seconds\nswitch costume to (blinking right2 v)\nwait (0.03) seconds\nswitch costume to ( right v)\nwait (0.03) seconds\n\nwhen flag clicked\n\nforever\n\nwait (pick random (3) to (5)) seconds\nif <<(costume [number v]) = [2]> and <key (left arrow v) pressed?>> then\n Left Blink\nend\n\nwhen flag clicked\nforever\n set [xd v] to (join (join (COLLECTED) [/]) (COLLECTED MAX))\nend\n\n@Collectable\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 Exit v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nshow\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 (collectable v)\n Clone at x: [100] y: [0]\n Clone at x: [160] y: [50]\n Clone at x: [340] y: [20]\n Clone at x: [422] y: [20]\n Clone at x: [500] y: [20]\n Clone at x: [593] y: [65]\n Clone at x: [382] y: [100]\n Clone at x: [290] y: [130]\n Clone at x: [900] y: [0]\n Clone at x: [800] y: [130]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (collectable v)\n Clone at x: [-90] y: [-90]\n Clone at x: [130] y: [40]\n Clone at x: [-85] y: [175]\n Clone at x: [-85] y: [220]\n Clone at x: [75] y: [160]\n Clone at x: [140] y: [160]\n Clone at x: [350] y: [-80]\n Clone at x: [480] y: [-30]\n Clone at x: [636] y: [14]\n Clone at x: [770] y: [55]\n else\n if <(LEVEL) = [3]> then\n switch costume to (collectable v)\n Clone at x: [160] y: [140]\n Clone at x: [420] y: [0]\n Clone at x: [477] y: [15]\n Clone at x: [523] y: [15]\n Clone at x: [777] y: [63]\n Clone at x: [850] y: [110]\n Clone at x: [905] y: [5]\n Clone at x: [1078] y: [-66]\n Clone at x: [1100] y: [65]\n Clone at x: [1100] y: [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (collectable v)\n Clone at x: [100] y: [-90]\n Clone at x: [130] y: [-90]\n Clone at x: [160] y: [-90]\n Clone at x: [160] y: [60]\n Clone at x: [160] y: [90]\n Clone at x: [160] y: [120]\n end\n end\n end\nend\nset [x v] to [99999999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\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 [reset v]\ndelete this clone\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: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] 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 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: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [200] y: [500]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [400] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nwait (0) seconds\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] 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 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: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [400] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nwait (0) seconds\nshow\n\nwhen I receive [reset v]\ndelete this clone\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 [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nshow\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x: [686] y: [40]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x: [890] y: [50]\n else\n if <(LEVEL) = [3]> then\n switch costume to (exit closed v)\n Clone at x: [1200] y: [200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (exit closed v)\n Clone at x: [657] y: [321]\n else\n if <(LEVEL) = [5]> then\n switch costume to (exit closed v)\n Clone at x: [10000] y: [10000]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [open exit v]\nswitch costume to (exit open v)\n\nwhen flag clicked\nswitch costume to (exit closed v)\n\nwhen I receive [reset v]\nswitch costume to (exit closed v)\n\n@Hiding\n\nwhen flag clicked\nwait (0.9) seconds\nforever\n go to [front v] layer\nend\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-50) y: (-25)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n
-----ALL ADVERTISING WILL BE REPORTED!!!------\n----------REMIX THIS PROJECT----------SPAM REMIX------\n----------CAN WE GET THIS TOP REMIXED?----------\n----------CAN WE GET THIS TO LOVED?------------------\n\nArrow Keys to move! Mobile Friendly!!! Well kinda... I mean it is, but I have never beaten it on mobile yet!\nTTTC (Total Time Taken To Create) Is around 34 hrs. CURRENT VERSION: 2.10.12\n\nPlease love and fave... this took forever to make........\nAlso check out my competition!!!: https://scratch.mit.edu/projects/421234348/\n\n\nTAGS: \n#square\n#squared\n#scrolling\n#Platformer\n#windbreaker\n#windbreakeryt\n#WindBreakerYT\n#WindBreakeryt\n\nNOT ACTUALLY TRADEMARKED, but I would like to know if you use this name!\n•.,¸,.•*¯`•.,¸,.•....╭━━━━╮ \n`•.,¸,.•*¯`•.,¸,.•*¯ |:::::::: /\:__:/\ \n`•.,¸,.•*¯`•.,¸,.•* ;|:::::::::(。 ●ω●。) \n`•.,¸,.•*¯`•.,¸,.•* ╰し---し---J・゚\nCURATED BY: @tornadoyay1\nBefore Curation: Love=58 Fave=40 Views=300\nAfter Curation: Love=700 Fave=600 Views= 16000
Almost Spring | A Multiplayer Scrolling Platformer
@Stage\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nforever\n play sound [a_day_from_birth v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\nwait until <not <key (m v) pressed?>>\nwait until <key (m v) pressed?>\nwait until <not <key (m v) pressed?>>\nset volume to (100) %\n\n@player\n\nwhen flag clicked\nshow\nset [res.x v] to [-141]\nset [res.y v] to [0]\ninit\nforever\n game tick\nend\n\ndefine init\nset [in air? v] to [1]\nset [playerx v] to (RES.X)\nset [playery v] to (RES.Y)\nset [scrollx v] to ((playerX) + (100))\nset [scrolly v] to (playerY)\nset [sx v] to [0]\nset [sy v] to [0]\nposition player\nbroadcast (POSITION v)\n\ndefine change player x by (val)\nchange [playerx v] by (val)\nposition player\nif <<touching (level hitbox v)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [playery v] by (1)\n position player\n if <not <<touching (level hitbox v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [playery v] by (-12)\n repeat (200)\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 set [sx v] to [0]\n if <not <<touching (level hitbox v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n if <<touching (level hitbox v)?> or <touching (moving platforms v)?>> then\n start sound [Low Squeak2 v]\n broadcast (die v)\n init\n end\nend\n\ndefine change player y by (val)\nchange [playery v] by (val)\nposition player\nif <<touching (level hitbox v)?> or <touching (moving platforms v)?>> then\n repeat (200)\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 set [sy v] to [0]\n if <not <<touching (level hitbox v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n if <<touching (level hitbox v)?> or <touching (moving platforms v)?>> then\n start sound [Low Squeak2 v]\n broadcast (die v)\n init\n end\nelse\n if <touching (liquid v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [sy v] by (1)\n else\n change [sy v] by (-0.1)\n end\n else\n change [sy v] by (-1.2)\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\nmanager mode\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1.4)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (1.4)\nend\nchange player x by (round (sx))\nposition player\nif <touching (liquid v)?> then\n set [sx v] to ((sx) * (0.5))\nelse\n set [sx v] to ((sx) * (0.75))\nend\nif <touching (bouncy v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [25]\n set [in air? v] to [1]\n else\n set [sy v] to [15]\n set [in air? v] to [1]\n end\n broadcast (boing v)\nelse\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (stairs v)?> then\n set [sy v] to [5]\n set [in air? v] to [1]\n else\n if <(in air?) = [0]> then\n set [sy v] to [15]\n set [in air? v] to [1]\n end\n end\n end\nend\nif <(sy) < [-30]> then\n set [sy v] to [-30]\nend\nif <(sy) > [30]> then\n set [sy v] to [30]\nend\nchange player y by (round (sy))\nposition player\nchange [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\nchange [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\nif <(SCROLLX) < [-400]> then\n set [scrollx v] to [-400]\nend\nif <(SCROLLX) > [5118]> then\n set [scrollx v] to [5118]\nend\nif <(SCROLLY) < [-40]> then\n set [scrolly v] to [-40]\nend\nposition player\nbroadcast (POSITION v)\nif <<(playerY) < [-220]> or <touching (danger v)?>> then\n start sound [Low Boing v]\n broadcast (die v)\n init\nend\ncostume\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset volume to (100) %\nforever\n if <touching (liquid v)?> then\n start sound [Small_Splash_Audio v]\n wait until <not <touching (liquid v)?>>\n end\nend\n\ndefine manager mode\nif <(username) = [gravityv]> then\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n repeat until <key (space v) pressed?>\n if <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n if <key (up arrow v) pressed?> then\n set [sy v] to [10]\n end\n if <key (down arrow v) pressed?> then\n set [sy v] to [-10]\n end\n else\n set [sy v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (left arrow v) pressed?> then\n set [sx v] to [-10]\n end\n if <key (right arrow v) pressed?> then\n set [sx v] to [10]\n end\n else\n set [sx v] to [0]\n end\n change [playerx v] by (round (sx))\n change [playery v] by (round (sy))\n change [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\n change [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\n if <(SCROLLX) < [-400]> then\n set [scrollx v] to [-400]\n end\n if <(SCROLLX) > [5118]> then\n set [scrollx v] to [5118]\n end\n if <(SCROLLY) < [-40]> then\n set [scrolly v] to [-40]\n end\n position player\n broadcast (POSITION v)\n end\n wait until <not <key (space v) pressed?>>\n set [sx v] to [0]\n set [sy v] to [0]\n end\nend\n\nwhen I receive [kill enemy v]\nset [sy v] to [15]\n\nwhen I receive [touched enemy v]\nstart sound [Low Squeak2 v]\nbroadcast (die v)\ninit\n\nwhen I receive [moving platform detection v]\nswitch costume to (hitbox v)\nif <(sy) > [0]> then\n change player y by [10]\nelse\n change player y by [-10]\nend\ncostume\n\nforever\n wait until <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>\n change [sy v] by (5)\n wait until <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>\nend\n\nwhen I receive [talk v]\nthink (@USERNAME@) for (4.5) seconds\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (t v) pressed?>> then\n wait until <not <<mouse down?> or <key (t v) pressed?>>>\n broadcast (chat v) and wait\n end\nend\n\nset [res.x v] to [3995]\nset [res.y v] to [1930]\ninit\n\ndefine costume\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (player_up v)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player_left v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (player_right v)\n else\n switch costume to (player_center v)\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@level hitbox\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\nclone at [-527] [20]\nclone at [0] [0]\nclone at [1100] [269]\nclone at [2200] [279]\nclone at [2866] [379]\nclone at [3419] [379]\nclone at [4319] [479]\nclone at [5017] [479]\nclone at [4700] [1000]\nclone at [4220] [1100]\nclone at [4220] [1400]\nclone at [4220] [1900]\nset [x v] to [-9999999999999999]\n\n@art\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume4 v)\nclone at [-527] [20]\nclone at [0] [0]\nclone at [1100] [269]\nclone at [2200] [279]\nclone at [2866] [379]\nclone at [3419] [379]\nclone at [4319] [479]\nclone at [5017] [479]\nclone at [4700] [1000]\nclone at [4220] [1100]\nclone at [4220] [1400]\nclone at [4220] [1900]\nclone at [3282] [1900]\nset [x v] to [-9999999999999999]\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@liquid\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round (((y) - (SCROLLY)) + (([cos v] of ((timer) * (40)) ) * (20))))\ngo to [back v] layer\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\ndefine clone at (x) (y) (type)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nswitch costume to (costume4 v)\nclone at [-350] [-200] [1]\nclone at [-591] [-200] [1]\nclone at [550] [0] [1]\nclone at [550] [-179] [2]\nclone at [791] [0] [1]\nclone at [791] [-179] [2]\nclone at [1033] [50] [1]\nclone at [1033] [-127] [2]\nclone at [1033] [-304] [2]\nclone at [3783] [380] [1]\nclone at [3783] [223] [2]\nclone at [4023] [380] [1]\nclone at [4023] [223] [2]\nset [x v] to [-9999999999999999]\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nplay sound [Ocean Wave v] until done\n\n@danger\n\nwhen flag clicked\nhide\nset [clone# v] to [1]\nclone at [150] [-20] [1]\nclone at [532] [-179] [1]\nclone at [632] [-179] [1]\nclone at [732] [-179] [1]\nclone at [1224] [405] [2]\nclone at [2107] [471] [2]\nclone at [2386] [196] [1]\nclone at [2386] [80] [1]\nclone at [2618] [269] [1]\nclone at [2618] [160] [1]\nclone at [2505] [355] [3]\nclone at [3306] [510] [1]\nclone at [3743] [241] [1]\nclone at [3843] [241] [1]\nclone at [3943] [241] [1]\nclone at [4043] [241] [1]\nclone at [4930] [354] [1]\nclone at [5030] [354] [1]\nclone at [5130] [354] [1]\nclone at [5230] [354] [1]\nclone at [5330] [354] [1]\nclone at [4550] [640] [1]\nclone at [4298] [1530] [1]\nclone at [4051] [1860] [1]\nclone at [4151] [1860] [1]\nclone at [3242] [1074] [1]\nclone at [3342] [1074] [1]\nclone at [3442] [1074] [1]\nclone at [3542] [1074] [1]\nclone at [3642] [1074] [1]\nclone at [1455] [211] [1]\nclone at [1555] [211] [1]\nclone at [1655] [211] [1]\nclone at [1755] [211] [1]\nclone at [1855] [211] [1]\nset [x v] to [-999999999999]\n\ndefine clone at (x) (y) (type)\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\nif <(costume [number v]) = [1]> then\n point in direction ((90) - (([sin v] of ((timer) * (150)) ) * (40)))\nelse\n point in direction (90)\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\nclone at [939] [263]\nclone at [2292] [244]\nclone at [4365] [548]\nclone at [4241] [1860]\nset [x v] to [-99999999999999]\n\nclone at [3837] [1910]\n\ndefine clone at (x) (y)\nswitch costume to (bouncy1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen I receive [boing v]\nstart sound [Boing v]\nswitch costume to (bouncy2 v)\nwait (0.08) seconds\nswitch costume to (bouncy1 v)\n\nforever\n if <touching (player v)?> then\n start sound [Boing v]\n switch costume to (bouncy2 v)\n wait until <not <touching (player v)?>>\n wait (0.08) seconds\n else\n switch costume to (bouncy1 v)\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@flag\n\ndefine clone at (x) (y) (type)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nset [@time@ v] to []\nhide\nclone at [1166] [460] [1]\nclone at [2736] [454] [1]\nclone at [4804] [597] [1]\nclone at [4489] [1200] [1]\nclone at [3895] [1930] [3]\nset [x v] to [-99999999999]\nhide variable [@time@ v]\nhide variable [☁ @highscore@ v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nreset timer\n\nwhen I start as a clone\nforever\n if <(type) = [1]> then\n if <touching (player v)?> then\n switch costume to (checkpoint2 v)\n set [res.x v] to (x)\n set [res.y v] to (y)\n start sound [Tennis Hit v]\n broadcast (die v)\n stop [this script v]\n end\n end\n if <(type) = [3]> then\n if <touching (player v)?> then\n set [@time@ v] to (timer)\n switch costume to (checkpoint2 v)\n set [res.x v] to (x)\n set [res.y v] to (y)\n start sound [win sound 1-3 v]\n broadcast (die v)\n wait (3) seconds\n broadcast (win v) and wait\n show variable [@time@ v]\n show variable [☁ @highscore@ v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [win v]\nif <(@TIME@) < (☁ @HIGHSCORE@)> then\n repeat (10)\n set [☁ @highscore@ v] to (@TIME@)\n end\nend\n\ndefine reset highscore to (val) <lock>\nif <lock> then\n set [☁ @highscore@ v] to (val)\nend\n\n@moving platforms\n\nwhen flag clicked\nhide\nclone at [1676] [393] [1]\nclone at [4993] [750] [2]\nset [x v] to [-99999999999999999999]\n\nwhen I receive [position v]\nshow\nif <(costume [number v]) = [1]> then\n set size to (400) %\n go to x: (round (((x) - (SCROLLX)) + (([sin v] of ((days since 2000) * (6000000)) ) * (150)))) y: (round ((y) - (SCROLLY)))\n set size to (100) %\nend\nif <(costume [number v]) = [2]> then\n set size to (400) %\n go to x: (round ((x) - (SCROLLX))) y: (round (((y) - (SCROLLY)) + (([sin v] of ((days since 2000) * (6000000)) ) * (300))))\n set size to (100) %\n if <touching (player v)?> then\n broadcast (moving platform detection v)\n end\nend\n\ndefine clone at (x) (y) (type)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@enemies\n\nwhen I receive [position v]\nshow\nset size to (400) %\ngo to x: (((x) - (SCROLLX)) + (([cos v] of ((timer) * (100)) ) * (100))) y: ((y) - (SCROLLY))\nset size to (100) %\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\nhide\nclone at [3470] [531]\nclone at [4218] [1251]\nset [x v] to [-99999999999999]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([sy v] of [player v]) < [-5]> then\n broadcast (kill enemy v)\n start sound [Low Whoosh v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n broadcast (touched enemy v)\n end\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@stairs\n\nwhen flag clicked\nhide\nclone at [4080] [1300]\nclone at [4080] [1420]\nclone at [4380] [1600]\nclone at [4380] [1720]\nset [x v] to [-99999999999999]\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nshow\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (100) %\ngo to [back v] layer\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@collectables\n\nwhen flag clicked\nset [collected v] to [0]\nhide\nclone at [-601] [-150]\nclone at [-550] [-150]\nclone at [-500] [-150]\nclone at [365] [176]\nclone at [415] [176]\nclone at [525] [-64]\nclone at [585] [-64]\nclone at [645] [-64]\nclone at [700] [-64]\nclone at [1039] [29]\nclone at [1039] [89]\nclone at [1039] [149]\nclone at [1039] [209]\nclone at [1359] [479]\nclone at [1600] [524]\nclone at [1666] [524]\nclone at [1730] [524]\nclone at [2019] [259]\nclone at [2079] [259]\nclone at [2139] [259]\nclone at [2863] [460]\nclone at [2923] [460]\nclone at [3420] [571]\nclone at [3480] [571]\nclone at [3540] [571]\nclone at [4186] [603]\nclone at [4246] [603]\nclone at [4664] [1135]\nclone at [4724] [1135]\nclone at [4784] [1135]\nclone at [4154] [1365]\nclone at [4214] [1365]\nclone at [4169] [1601]\nclone at [4229] [1601]\nclone at [4476] [1953]\nclone at [4536] [1953]\nclone at [4596] [1953]\nclone at [4152] [2023]\nclone at [4092] [2023]\nclone at [4032] [2023]\nclone at [4512] [1613]\nclone at [4512] [1553]\nclone at [4512] [1493]\nclone at [3751] [350]\nclone at [3811] [350]\nclone at [3995] [350]\nclone at [4055] [350]\nclone at [-579] [140]\nclone at [-519] [140]\nclone at [-459] [140]\nset [x v] to [-999999999999999]\n\ndefine clone at (x) (y)\ngo to [front v] layer\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nshow\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: (((y) - (SCROLLY)) + (([sin v] of ((timer) * (50)) ) * (10)))\nset size to (100) %\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [collected v] by (1)\n start sound [Collect v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@cloud\n\ndefine delete and rewrite code 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 to encoded value (new encode section?) (boolean)\nswitch costume to (lowercase v)\nif <(boolean) = [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?) (boolean)\nset [decoded result v] to []\nif <(boolean) = [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 add word: (word) into code list\nif <not <[run:data v] contains (word)?>> then\n if <(length of (word)) = [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 (word) to [run:data v]\n end\n end\nend\n\nwhen flag clicked\nset [@my player #@ v] to [0]\nset [@username@ v] to (username)\nhide\nset up clones [6]\nbroadcast (allocate slot v)\nbroadcast (begin v)\n\ndefine set up clones (amount)\nset [clone# v] to [1]\nset [offline v] to [100]\nrepeat ((amount) - (1))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\ndefine send (data) to cloud: (#)\nif <(#) = [1]> then\n set [☁ c1 v] to (data)\nelse\n if <(#) = [2]> then\n set [☁ c2 v] to (data)\n else\n if <(#) = [3]> then\n set [☁ c3 v] to (data)\n else\n if <(#) = [4]> then\n set [☁ c4 v] to (data)\n else\n if <(#) = [5]> then\n set [☁ c5 v] to (data)\n else\n if <(#) = [6]> then\n set [☁ c6 v] to (data)\n end\n end\n end\n end\n end\nend\n\ndefine value = cloud# (#)\nif <(#) = [1]> then\n set [decoded result v] to (☁ C1)\nelse\n if <(#) = [2]> then\n set [decoded result v] to (☁ C2)\n else\n if <(#) = [3]> then\n set [decoded result v] to (☁ C3)\n else\n if <(#) = [4]> then\n set [decoded result v] to (☁ C4)\n else\n if <(#) = [5]> then\n set [decoded result v] to (☁ C5)\n else\n if <(#) = [6]> then\n set [decoded result v] to (☁ C6)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [allocate slot v]\nbroadcast (conneecting v)\nset [@connected?@ v] to [false]\nvalue = cloud# (clone#)\nset [allocate_last val v] to (join [A] (decoded result))\nwait (2.5) seconds\nvalue = cloud# (clone#)\nif <(join [A] (decoded result)) = (allocate_last val)> then\n set [@my player #@ v] to (clone#)\nend\nset [@connected?@ v] to [true]\nif <(@MY PLAYER #@) > [0]> then\n broadcast (connected v)\nelse\n broadcast (fail v)\nend\n\nwhen I receive [begin v]\nforever\n if <(@MY PLAYER #@) = (clone#)> then\n hide\n encode string (round ([playerx v] of [player v])) and add to encoded value (new encode section?) [true]\n encode string (round ([playery v] of [player v])) and add to encoded value (new encode section?) []\n encode string (@USERNAME@) and add to encoded value (new encode section?) []\n encode string ([costume # v] of [player v]) and add to encoded value (new encode section?) []\n encode string (round ((days since 2000) * (10000000000))) and add to encoded value (new encode section?) []\n send (encoded value) to cloud: (@MY PLAYER #@)\n else\n disconnection timeout: [10]\n value = cloud# (clone#)\n decode string (decoded result) and add to value (new decode section?) [true]\n change [x v] by (round (((decoded result) - (x)) / (3)))\n set size to (400) %\n set x to ((x) - (SCROLLX))\n set size to (100) %\n decode string [] and add to value (new decode section?) []\n change [y v] by (round (((decoded result) - (y)) / (3)))\n set size to (400) %\n set y to ((y) - (SCROLLY))\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\ndefine disconnection timeout: (frames)\nvalue = cloud# (clone#)\nif <(join [A] (decoded result)) = (last_val)> 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 [last_val v] to (join [A] (decoded result))\n if <(@CONNECTED?@) = [true]> then\n show\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@chat\n\nwhen flag clicked\ngo to x: (-143) y: (17)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [chat v]\ngo to [front v] layer\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nask [] and wait\nif <not <(answer) = []>> then\n if <(answer) = [1]> then\n set [message v] to [Hi!]\n else\n if <(answer) = [2]> then\n set [message v] to [Lol]\n else\n if <(answer) = [3]> then\n set [message v] to [XD]\n else\n if <(answer) = [4]> then\n set [message v] to [Come here :\)]\n else\n if <(answer) = [5]> then\n set [message v] to [Grab all the coins!]\n else\n if <(answer) = [6]> then\n set [message v] to [I found a coin here!]\n else\n if <(answer) = [7]> then\n set [message v] to [Let's gather~]\n else\n if <(answer) = [8]> then\n set [message v] to [Swim :D]\n else\n if <(answer) = [9]> then\n set [message v] to [Let's race !]\n else\n if <(answer) = [10]> then\n set [message v] to [Be careful!]\n else\n if <(answer) = [11]> then\n set [message v] to [I reached the end!]\n else\n if <(answer) = [12]> then\n set [message v] to [Let's chase!]\n else\n if <(answer) = [13]> then\n set [message v] to [I will catch you.]\n else\n if <(answer) = [14]> then\n set [message v] to [I've got you :\)]\n else\n if <(answer) = [15]> then\n set [message v] to [Yes.]\n else\n if <(answer) = [16]> then\n set [message v] to [No.]\n else\n if <(answer) = [17]> then\n set [message v] to [Okay!]\n else\n if <(answer) = [18]> then\n set [message v] to [Sorry.]\n else\n if <(answer) = [19]> then\n set [message v] to [Bye :\(]\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 repeat (5)\n change [ghost v] effect by (10)\n end\n chat (message)\nelse\n repeat (5)\n change [ghost v] effect by (10)\n end\nend\n\ndefine chat (val)\nset [temp v] to (username)\nset [@username@ v] to (join (@USERNAME@) (join [: ] (val)))\nbroadcast (talk v) and wait\nset [@username@ v] to (temp)\n\n@messages\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [conneecting v]\ngo to [front v] layer\nswitch costume to (connecting v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [connected v]\ngo to [front v] layer\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 (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nbroadcast (lf v)\n\nwhen I receive [fail v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (fail v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [lf v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (lf v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [win v]\nhide variable [collected v]\ngo to [front v] layer\nswitch costume to (won v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [continue v]\nhide variable [@time@ v]\nhide variable [☁ @highscore@ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (lf v)\n\n@buttons\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n switch costume to (yes v)\n go to x: (-104) y: (-144)\n end\n if <(clone#) = [2]> then\n switch costume to (no v)\n go to x: (104) y: (-144)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (110) %\n if <mouse down?> then\n if <(clone#) = [1]> then\n broadcast (continue v)\n broadcast (del clones v) and wait\n else\n set [@my player #@ v] to [0]\n hide variable [@time@ v]\n hide variable [☁ @highscore@ v]\n broadcast (stop v)\n broadcast (del clones v) and wait\n end\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\ndefine set up clones\nset [clone# v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\nwhen I receive [win v]\nset up clones\n\nwhen I receive [del clones v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Tap Conga v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen I receive [stop v]\nwait (0.1) seconds\nstop [all v]\n\n@Grassland tiles\n\nwhen flag clicked\nhide\n\n
A platformer with a free and peace grassland...\n=======================================\nI spent really hard on this(20+ hours) hope you leave a like and fav!\nComment down your best result! \n=======================================\nThanks again for 3k+ views :D\n(As I promised , game tiles are opened to public and you can easily find them by viewing the "Grassland Tiles" Sprite :D)\n=======================================\ncontrols:\n[arrow keys/tap] move player\n[t] chat with opponents\n========================================\ncode: 100% by me\nart: 100% by me in the scratch vector editor :) (inspired by @TimMcCool )\ncloud engine(inspired by griffpatch)\nmusic: opengameart.org
Cellar || A Grelours PLATFORMER
@Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\ngo to x: (-142) y: (-98)\nswitch costume to (costume1 v)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n change y by (0.7)\n if <touching color (#0064ff)?> then\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [12]\n else\n set [x v] to ((x) * (-1.3))\n change x by (x)\n set [x v] to [0]\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#0064ff)?> then\n set [y v] to ((y) * (-0.25))\n change y by (y)\n if <touching color (#0064ff)?> then\n change y by (y)\n if <touching color (#0064ff)?> then\n change y by (y)\n end\n end\n end\n change y by (-1)\n if <<touching color (#0064ff)?> and <key (up arrow v) pressed?>> then\n set [y v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (pic v)?> or <touching (pic2 v)?>> then\n go to x: (-142) y: (-98)\n end\nend\n\ngo to x: (106) y: (55)\n\nwhen backdrop switches to [arrière plan1 v]\nrepeat until <(backdrop [number v]) = [2]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan2 v)\n end\nend\n\nwhen backdrop switches to [arrière plan2 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [3]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan3 v)\n end\nend\n\nwhen backdrop switches to [arrière plan3 v]\ngo to x: (-142) y: (-98)\n\nwhen backdrop switches to [arrière plan3 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [4]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan4 v)\n end\nend\n\nwhen backdrop switches to [arrière plan4 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [5]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan5 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Cave v] until done\nend\n\nwhen backdrop switches to [arrière plan5 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [6]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan6 v)\n end\nend\n\nwhen backdrop switches to [arrière plan6 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [7]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan7 v)\n end\nend\n\nwhen backdrop switches to [arrière plan7 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [8]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan8 v)\n end\nend\n\nwhen backdrop switches to [arrière plan8 v]\ngo to x: (-142) y: (-98)\nrepeat until <(backdrop [number v]) = [9]>\n if <<(x position) = [287]> or <(x position) > [287]>> then\n switch backdrop to (arrière plan9 v)\n end\nend\n\nwhen backdrop switches to [arrière plan9 v]\ngo to x: (58) y: (-99)\n\n@pic\n\nwhen backdrop switches to [arrière plan1 v]\nshow\nset size to (100) %\ngo to x: (238) y: (-107)\n\nwhen backdrop switches to [arrière plan2 v]\nset size to (60) %\ngo to x: (115) y: (12)\n\nwhen backdrop switches to [arrière plan3 v]\nset size to (60) %\ngo to x: (80) y: (31)\n\nwhen backdrop switches to [arrière plan4 v]\nset size to (60) %\ngo to x: (154) y: (67)\n\nwhen backdrop switches to [arrière plan5 v]\nset size to (60) %\ngo to x: (83) y: (-133)\n\nwhen backdrop switches to [arrière plan6 v]\nset size to (60) %\ngo to x: (153) y: (-143)\n\nwhen backdrop switches to [arrière plan7 v]\nset size to (60) %\ngo to x: (133) y: (99)\n\nwhen backdrop switches to [arrière plan8 v]\nset size to (60) %\ngo to x: (193) y: (-25)\n\nwhen backdrop switches to [arrière plan9 v]\nhide\n\n@pic2\n\nwhen backdrop switches to [arrière plan1 v]\npoint in direction (90)\nhide\ngo to x: (238) y: (-107)\n\nwhen backdrop switches to [arrière plan4 v]\nset size to (60) %\npoint in direction (45)\ngo to x: (-1) y: (-2)\nshow\n\nwhen backdrop switches to [arrière plan3 v]\nset size to (60) %\npoint in direction (0)\ngo to x: (-110) y: (-92)\nshow\n\nwhen backdrop switches to [arrière plan5 v]\nset size to (60) %\npoint in direction (45)\ngo to x: (39) y: (49)\nshow\n\nwhen backdrop switches to [arrière plan6 v]\nset size to (60) %\npoint in direction (45)\ngo to x: (-74) y: (-24)\nshow\n\nwhen backdrop switches to [arrière plan7 v]\nset size to (60) %\npoint in direction (45)\ngo to x: (-83) y: (-19)\nshow\n\nwhen backdrop switches to [arrière plan8 v]\nset size to (60) %\npoint in direction (45)\ngo to x: (4) y: (-47)\nshow\n\nwhen backdrop switches to [arrière plan9 v]\nhide\n\n@Bananas\n\nwhen backdrop switches to [arrière plan1 v]\nhide\n\nwhen backdrop switches to [arrière plan9 v]\nshow\n\n
Flèches pour bouger arrow to move
An Adventure(Platformer) #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nif <(Level) = [5]> then\n set [y v] to [-33]\nelse\n set [y v] to [-125]\nend\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\npoint in direction (90)\nshow\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [sx v] by (1.5)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [10]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-1.5)\nend\nChange Player y by (sy)\nDie\nPosition\nif <(y) < [-180]> then\n set [finish v] to [No]\nend\nif <<(x position) > [230]> and <not <(Level) = [26]>>> then\n set [finish v] to [Yes]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n start sound [Wall Jump v]\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nstart sound [Die v]\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nbroadcast (Delete Clones v)\nbroadcast (Create Clone v)\n\ndefine Die\nif <touching (lava v)?> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nhide\nchange [level v] by (1)\nbroadcast (Delete Clones v)\nbroadcast (Create Clone v)\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\ngo to x: (-220) y: (-119)\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\nwhen flag clicked\nforever\n if <<key (x v) pressed?> and <not <(Level) = [26]>>> then\n Game On\n wait (0.05) seconds\n change [level v] by (1)\n broadcast (Delete Clones v)\n broadcast (Create Clone v)\n wait until <not <key (x v) pressed?>>\n end\nend\n\nwhen I receive [bounce v]\nset [sy v] to [14]\n\n@Platform\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Enemy\n\ndefine clone at x: (x) y: (y) speed: (speed) size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\nset [x v] to (speed)\ncreate clone of (_myself_ v)\nset [die v] to [0]\n\nwhen I start as a clone\nshow\nforever\n Physics\nend\n\ndefine Physics\nchange x by (x)\nchange [y v] by (-1)\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (-6)\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n set [x v] to ((0) - (x))\nend\nchange y by (y)\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n if <(costume [number v]) = [2]> then\n set [y v] to [10]\n end\nend\n\nwhen I receive [create clone v]\nif <(Level) = [8]> then\n clone at x: [205] y: [-129] speed: [2] size: [50]\n clone at x: [210] y: [-129] speed: [4] size: [50]\nend\nif <(Level) = [9]> then\n clone at x: [-37] y: [-124] speed: [2] size: [80]\n clone at x: [163] y: [-129] speed: [4] size: [50]\nend\nif <(Level) = [10]> then\n clone at x: [-14] y: [-124] speed: [5] size: [100]\nend\nif <(Level) = [11]> then\n clone at x: [62] y: [-129] speed: [5] size: [50]\n clone at x: [199] y: [-129] speed: [5] size: [50]\nend\nif <(Level) = [15]> then\n clone at x: [199] y: [-129] speed: [1] size: [50]\n clone at x: [-35] y: [-129] speed: [1] size: [50]\nend\nif <(Level) = [16]> then\n clone at x: [199] y: [-129] speed: [4] size: [50]\nend\nif <(Level) = [21]> then\n clone at x: [199] y: [-129] speed: [6] size: [80]\n clone at x: [-78] y: [-129] speed: [6] size: [80]\n clone at x: [0] y: [-129] speed: [6] size: [80]\nend\nif <(Level) = [22]> then\n clone at x: [58] y: [-74] speed: [5] size: [80]\n clone at x: [-62] y: [-73] speed: [5] size: [80]\nend\nif <(Level) = [25]> then\n clone at x: [-144] y: [-125] speed: [5] size: [80]\n clone at x: [-32] y: [-125] speed: [4] size: [50]\n clone at x: [52] y: [-125] speed: [5] size: [80]\n clone at x: [217] y: [-125] speed: [6] size: [80]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n start sound [Death v]\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n set [finish v] to [No]\n end\n wait (4) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n delete this clone\n end\nend\n\n@Cloud\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (30) to (45))\nset [cside v] to (pick random (1) to (2))\nif <(cSide) = [1]> then\n go to x: (246) y: (pick random (131) to (-7))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (131) to (0))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n
◆◆Instructions◆◆ \n>Use The W,A,S,D or Arrow Keys To Move.\n>X to Skip\n>Jump To Kill Slimes.\n> Very Easy\n>First Pixel Art Game.\nNew Game: https://scratch.mit.edu/projects/419661760/
Grassland|| a platformer - #games #sequel #all
@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\n\nwhen flag clicked\nforever\n if <<<(y position) = [-184]> or <touching (spikes v)?>> or <key (r v) pressed?>> then\n broadcast (die v)\n go to x: (-180) y: (-50)\n end\n if <(x position) > [241]> then\n broadcast (next level v)\n go to x: (-180) y: (-50)\n change [level v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (fantasia2 v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n switch costume to (clone black v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n switch costume to (clone green v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n switch costume to (clone yeloow v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n switch costume to (clone blue v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n switch costume to (clone pink v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n switch costume to (pi3 v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n switch costume to (stratford clone v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [17]> then\n switch costume to (mccool v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [skin v]) = [1]> then\n switch costume to (1 v)\n end\n if <([costume # v] of [skin v]) = [2]> then\n switch costume to (costume2 v)\n end\n if <([costume # v] of [skin v]) = [3]> then\n switch costume to (costume3 v)\n end\n if <([costume # v] of [skin v]) = [4]> then\n switch costume to (costume4 v)\n end\n if <([costume # v] of [skin v]) = [5]> then\n switch costume to (costume5 v)\n end\n if <([costume # v] of [skin v]) = [6]> then\n switch costume to (costume6 v)\n end\n if <([costume # v] of [skin v]) = [7]> then\n switch costume to (pi2 v)\n end\n if <([costume # v] of [skin v]) = [8]> then\n switch costume to (stratford v)\n end\n if <([costume # v] of [skin v]) = [9]> then\n switch costume to (tim v)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nif <<<touching (danger v)?> or <touching (danger v)?>> or <<touching (danger v)?> or <touching (danger v)?>>> then\n turn left (50) degrees\n point in direction (90)\n go to x: (-190) y: (-77)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (die v)\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nset rotation style [left-right v]\nswitch costume to (costume1 v)\ngo to x: (-200) y: ([abs v] of (-20) )\nset [x movement v] to [0]\nset [y movement 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 point in direction (90)\n change [x movement v] by ([abs v] of (-1) )\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n point in direction (-90)\n change [x movement v] by (-1)\n end\n set [x movement v] to ((X movement) * ((0.3) * ([abs v] of (-3) )))\n change x by (X movement)\n if <touching (platform v)?> then\n change y by ([abs v] of (-1) )\n end\n if <touching (platform v)?> then\n change y by ([abs v] of (-1) )\n end\n if <touching (platform v)?> then\n change y by ([abs v] of (-1) )\n end\n if <touching (platform v)?> then\n change y by ([abs v] of (-1) )\n end\n if <touching (platform v)?> then\n change y by ([abs v] of (-1) )\n end\n if <touching (platform v)?> then\n change x by ((X movement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X movement) > [0]> then\n set [x movement v] to [-5]\n else\n set [x movement v] to ([abs v] of (-5) )\n end\n set [y movement v] to ([abs v] of (-12) )\n else\n set [x movement v] to [0]\n end\n end\n change [y movement v] by (-1)\n change y by (Y movement)\n if <touching (platform v)?> then\n change y by ((Y movement) * (-1))\n set [y movement 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 [y movement v] to [13]\n end\n end\n change y by ([abs v] of (-1) )\n if <(x position) > [239]> then\n go to x: (-200) y: (20)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<touching (danger v)?> or <touching (danger2 v)?>> or <touching (danger3 v)?>> or <touching (danger4 v)?>> then\n go to x: (-200) y: (20)\n broadcast (die v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-199) y: (-10)\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level no v] by (1)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level no v] to [1]\nshow\n\n@decoration\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@start image\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@starting image\n\ndefine menu stuff\nshow\nset size to (0) %\nrepeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (4))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[550] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((550) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (3))\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n set y to (140)\n point in direction (((4) * ([cos v] of ((timer) * (200)) )) + (90))\nend\n\nwhen flag clicked\nmenu stuff\nshow\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [info v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [info v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [hide v]\ngo [forward v] (15) layers\nshow\n\nwhen flag clicked\nhide\n\n@play start\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen flag clicked\n\nwhen this sprite clicked\nhide\n\nchange [ghost v] effect by (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-11) y: (-30)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n switch costume to (costume2 v)\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n broadcast (start v)\n play sound [mouse-click-clicking-single-click-1-www v] until done\n wait until <not <mouse down?>>\n end\n else\n set [color v] effect to (0)\n point in direction (90)\n change size by (((100) - (size)) / (2))\n set [ghost v] effect to (10)\n end\nend\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [info v]\nhide\n\n@info\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-11) y: (-30)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n switch costume to (costume2 v)\n set [color v] effect to (0)\n broadcast (info v)\n wait until <not <mouse down?>>\n end\n else\n set [color v] effect to (0)\n point in direction (90)\n change size by (((100) - (size)) / (2))\n set [ghost v] effect to (10)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@right arrow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (-11) y: (-30)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n switch costume to (costume2 v)\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n broadcast (next skin v)\n play sound [mouse-click-clicking-single-click-1-www v] until done\n wait until <not <mouse down?>>\n end\n else\n set [color v] effect to (0)\n point in direction (90)\n change size by (((100) - (size)) / (2))\n set [ghost v] effect to (10)\n end\nend\n\n@left arrow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-11) y: (-30)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n switch costume to (costume2 v)\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n broadcast (previous v)\n play sound [mouse-click-clicking-single-click-1-www v] until done\n wait until <not <mouse down?>>\n end\n else\n set [color v] effect to (0)\n point in direction (90)\n change size by (((100) - (size)) / (2))\n set [ghost v] effect to (10)\n end\nend\n\nwhen I receive [hide v]\ngo [forward v] (15) layers\nshow\n\n@skin\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\nwhen I receive [next skin v]\nnext costume\n\nwhen I receive [previous v]\nswitch costume to ((costume [number v]) - (1))\n\nbroadcast (previous v)\nplay sound [mouse-click-clicking-single-click-1-www v] until done\n\nwhen flag clicked\nset size to (0) %\nrepeat until <[500] = ([floor v] of (size) )>\n change size by (((100) - (size)) / (4))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[550] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((550) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (3))\n end\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (menu v)\n\nwhen I receive [next skin v]\nset size to (0) %\nrepeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((100) - (size)) / (4))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[550] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((550) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [previous v]\nshow\nset size to (0) %\nrepeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((100) - (size)) / (4))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[550] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((550) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[500] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [start v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [info v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [hide v]\nshow\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen I receive [info v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (menu v)\nhide\n\nwhen flag clicked\nhide\n\n@Danger3\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n set y to ((([sin v] of (((timer) + ((#) / (100))) * (100)) ) * (30)) - (20))\nend\n\n@Danger2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n set y to ((([sin v] of (((timer) + ((#) / (100))) * (100)) ) * (30)) - (20))\nend\n\n@Danger4\n\nwhen flag clicked\nset [direction v] to [10]\nforever\n repeat until <(direction) = [-10]>\n turn right (direction) degrees\n change [direction v] by (-0.25)\n end\n repeat until <(direction) = [10]>\n turn right (direction) degrees\n change [direction v] by (0.25)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n hide\n if <(level no) = [4]> then\n go to x: (58) y: (-96)\n show\n end\n if <(level no) = [7]> then\n go to x: (130) y: (-96)\n show\n end\n if <(level no) = [10]> then\n go to x: (190) y: (-96)\n show\n end\n if <(level no) = [19]> then\n go to x: (-99) y: (-96)\n show\n end\nend\n\n@background\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\n@Sprite2\n\nwhen this sprite clicked\nnext costume\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n play sound [Inferno -xaf- v] until done\n else\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\n end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen flag clicked\nshow\ngo [backward v] (5) layers\nwait (1) seconds\n\nwhen flag clicked\ngo to x: (178) y: (-156)\ngo to [back v] layer\nswitch costume to (costume2 v)\nhide\n\nwhen flag clicked\nshow\ngo [backward v] (5) layers\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n play sound [Vexento - Pixel Party.mp3 v] until done\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen flag clicked\nshow\ngo [backward v] (5) layers\nwait (1) seconds\n\nwhen flag clicked\ngo to x: (100) y: (-156)\ngo to [back v] layer\nswitch costume to (costume2 v)\nhide\n\nwhen flag clicked\nshow\ngo [backward v] (5) layers\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n play sound [Vexento - Pixel Party.mp3 v] until done\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level no) = [23]> then\n hide\n end\nend\n\n
this game is SUPPOSED to be hard!! >:) XDD\nCan you help me reach 500 followers? Help me get this to atleast 500 loves and faves and 1000 views. \nInstructions:-\n-touchscreen, wasd or arrow keys to move\n-avoid lava\n-avoid spikes\n-avoid water\n-100% mobile friendly\n-avoid saw\n-Be sure not to bump your head to the sides!\n-You can sit on walls!\nHI EVERYONE!! I AM BACK!! i made this simple game to celebrate my arrival to scratch from a short break(i know it was long). But anyways, enjoy the game! follow me for more scratch games.\nFollow @-Pixotron-, @MybestfriendisLulu, @RoseStar3, @--Sidewinder-- and @MarioRocks11 and all the followers for all the support.\nand please leave a like and a fave.\n___________________________________________\n#tags\n----------------------------------------------------------------------------\n#games#sequel#all#like#fave#follow#me#for#more#games#grassland#Island#Underland#thefirstpart#remix\n#get#this#top#loved#and#remixed#thisisalotoftags\n#bye!\n#really#gotttaworkonmysequel#pixelgamecomingsoon\n#stay#tuned#folks#TheEnd\n--------------------------------------------------------------------------\nIf we get 200 likes and faves, with at least 500 views, Then I will make Island platformer!!
Four Worlds - A Platformer #games #music #adventure
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (((Level) / (5)) + (0.3))\nend\n\nwhen I receive [start project v]\nwait (0.5) seconds\nforever\n if <not <(Level) = [21]>> then\n play sound [Tobu - Candyland v] until done\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [21]>\nwait (2) seconds\nstop all sounds\nstart sound [success v]\n\n@Player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\nend\n\nwhen flag clicked\nforever\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by (1.5)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by (1.5)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by (1.5)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by (1.5)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by (1.5)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-6]\n else\n set [xv v] to [6]\n end\n change x by (Xv)\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\nend\n\nwhen flag clicked\nforever\n if <(Fail) = [1]> then\n set [clone type v] to [2]\n else\n set [clone type v] to [1]\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone Type) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n end\n delete this clone\nelse\n set rotation style [all around v]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n change size by (-2)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n wait until <(x position) > [240]>\n broadcast (Level Up v)\n wait until <([y position v] of [sprite3 v]) < [1]>\n hide\n wait until <not <touching (sprite3 v)?>>\n set [xv v] to [0]\n go to x: (-180) y: (0)\n show\nend\n\nwhen flag clicked\nforever\n switch costume to (((Level) / (5)) + (0.3))\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite2 v)?> and <<(Level) = [9]> or <(Level) = [14]>>> then\n set [yv v] to [16]\n end\nend\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nset y to (0)\nset x to (-180)\nset [yv v] to [0]\nset [clone type v] to [1]\nforever\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (enemy v)?> or <touching (sprite4 v)?>> then\n wait (0) seconds\n set [fail v] to [1]\n wait (0) seconds\n set y to (0)\n set x to (-180)\n set [fail v] to [0]\n end\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (sprite5 v)?> and <(Platform Placed) = [1]>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n set [player touching ground v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [16]\n end\n else\n set [player touching ground v] to [0]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching color (#e90000)?>> then\n set [fail v] to [1]\n set [yv v] to [0]\n wait (0) seconds\n set y to (0)\n set x to (-180)\n set [fail v] to [0]\n end\nend\n\nwhen flag clicked\nwait (7) seconds\nforever\n if <(Level) < [21]> then\n wait until <key (s v) pressed?>\n broadcast (Level Up v)\n wait until <not <key (s v) pressed?>>\n wait (2.5) seconds\n end\nend\n\nwhen I receive [reset v]\nset [yv v] to [0]\nwait (0) seconds\nset y to (0)\nset x to (-180)\nset [fail v] to [0]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Other art\n\nwhen flag clicked\nforever\n switch costume to (((Level) / (5)) + (0.3))\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Moving Platform\n\nwhen flag clicked\nrepeat (2)\n hide\nend\nwait until <(Level) = [4]>\nshow\ngo to x: (-50) y: (0)\nrepeat until <(Level) > [4]>\n repeat until <(x position) > [100]>\n change x by (5)\n if <(Level) > [4]> then\n hide\n end\n end\n repeat until <(x position) < [-50]>\n change x by (-5)\n if <(Level) > [4]> then\n hide\n end\n end\nend\n\n@Enemy\n\nwhen flag clicked\nrepeat (2)\n hide\nend\nwait until <(Level) = [5]>\nshow\ngo to x: (150) y: (-82)\nset rotation style [left-right v]\nset [enemy yv v] to [0]\nrepeat until <(Level) = [6]>\n if <((x position) - ([x position v] of [player v])) < [-3]> then\n change x by (3)\n point in direction (90)\n if <touching (ground v)?> then\n change x by (-3)\n end\n else\n if <((x position) - ([x position v] of [player v])) > [3]> then\n change x by (-3)\n point in direction (-90)\n if <touching (ground v)?> then\n change x by (3)\n end\n end\n end\n change [enemy yv v] by (-1)\n change y by (Enemy Yv)\n if <touching (ground v)?> then\n if <(Enemy Yv) < [0]> then\n change y by ((Enemy Yv) * (-1))\n set [enemy yv v] to [0]\n else\n change y by ((Enemy Yv) * (-1))\n set [enemy yv v] to [-1]\n end\n end\n if <key (up arrow v) pressed?> then\n if <(Enemy Yv) = [0]> then\n set [enemy yv v] to [17.1]\n end\n end\nend\nhide\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n go to x: (150) y: (-83)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n repeat (pick random (0) to (pick random (1) to (2)))\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (300) y: (pick random (-140) to (20))\npoint in direction (pick random (-90) to (-75))\nset [ghost v] effect to (pick random (50) to (70))\nset size to (pick random (25) to (50)) %\nrepeat until <(x position) < [-239]>\n move (5) steps\n turn right (pick random (-0.2) to (0.2)) degrees\n change [ghost v] effect by (0.2)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <<(Level) = [9]> or <(Level) = [14]>> then\n show\n if <(Level) = [9]> then\n set x to (0)\n else\n set x to (40)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait until <touching (player v)?>\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\nend\n\n@Sprite3\n\nwhen I receive [level up v]\nshow\nstart sound [A Guitar v]\ngo to x: (0) y: (349)\nrepeat until <(y position) < [1]>\n change y by ((y position) / (-6))\n create clone of (_myself_ v)\nend\nchange [level v] by (1)\nrepeat until <(y position) > [348]>\n change y by ((y position) / (6))\n create clone of (_myself_ v)\nend\nbroadcast (Reset v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nforever\n wait (0.4) seconds\n if <(Level) = [10]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-100) to (100)) y: (183)\npoint in direction ((pick random (135) to (225)) + ((x position) / (10)))\nrepeat until <touching (ground v)?>\n move (8) steps\n turn right (pick random (-0.2) to (0.2)) degrees\n if <(Level) = [11]> then\n delete this clone\n end\nend\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [platform placed v] to [0]\nwait (0) seconds\nwait until <(Level) = [15]>\nlevel [15]\nwait until <(Level) = [17]>\nlevel [17]\nlevel [18]\n\ndefine level (level)\nshow\nif <(level) = [15]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nrepeat until <(Level) = ((level) + (1))>\n set [platform placed v] to [0]\n set [ghost v] effect to (50)\n repeat until <<mouse down?> and <not <<touching (ground v)?> or <<touching color (#e90000)?> or <touching color (#ff0000)?>>>>>\n go to (mouse-pointer v)\n end\n set [platform placed v] to [1]\n set [ghost v] effect to (0)\n start sound [Crunch v]\n repeat until <(Fail) = [1]>\n if <(Level) = ((level) + (1))> then\n hide\n set [platform placed v] to [0]\n stop [this script v]\n end\n end\nend\n\nrepeat until <<mouse down?> and <not <touching (ground v)?>>>\n go to (mouse-pointer v)\nend\nstart sound [Crunch v]\nset [ghost v] effect to (0)\n\n@Intro2\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Valence - Infinite \[NCS Release\] v]\nclear graphic effects\nhide\n\nwhen I receive [cover v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (6))\nend\nbroadcast (Intro End v)\nrepeat (25)\n change [ghost v] effect by (4)\n change volume by (-4)\nend\nhide\nbroadcast (Start Project v)\n\n@Intro1\n\ndefine Change Size (change) (speed)\nset [sizegoal v] to ((size) + (change))\nrepeat until <([abs v] of ((SizeGoal) - (size)) ) < [0.1]>\n change size by (((SizeGoal) - (size)) * ((speed) / (5)))\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nreset timer\npoint in direction (90)\nset [i v] to [0]\nset [tan v] to [0]\nrepeat (4)\n change [i v] by (1)\n create clone of (_myself_ v)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to ((I) + (1))\nset [ghost v] effect to (100)\nset size to (0) %\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\n go to x: (-400) y: (0)\nelse\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n go to x: (400) y: (0)\n end\nend\nrepeat until <(timer) > [3]>\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\n change size by (((100) - (size)) / (6))\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (6))\n end\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n change size by (((100) - (size)) / (6))\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (6))\n end\nend\nbroadcast (Logo v)\ndelete this clone\n\nwhen I receive [logo v]\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (logo v)\nset size to (100) %\nChange Size (30) (1)\nswitch costume to (name v)\nset size to (150) %\nChange Size (-30) (1)\nrepeat (36)\n set x to (([tan v] of (tan) ) * (13))\n change [tan v] by (5)\nend\nbroadcast (Cover v)\nwait (.5) seconds\nhide\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [start project v]\nhide\n\nwhen I receive [intro end v]\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
Play my new, less generic platformer:\n\nhttps://scratch.mit.edu/projects/672294883/\n\n\n [Four Worlds - A Platformer]\n\nYou are a cube and you're on an adventure, exploring through forest, winter, cave and desert. Can you get to the end? (this is possible - I've completed it myself)\n\nPress s to skip through levels (thanks to @Lazia33 for suggesting this feature).\n\nThanks to @-Zid- for the epic intro!\n\nI worked on this for over a week, so I would really appreciate some support!\n\nThanks for (was) 2nd page on trending!